Today we can announce that we are going to collaborate with Mojang (creators of Minecraft and Scrolls) to bring Cobalt to the masses Mojang will help us with marketing, publicity and distribution, while we continue to develop and add stuff to Cobalt. This is more of a team effort than the usual developer/publisher combo, and the first experimental attempt for Mojang to help another indie game developer to launch their game.
We will go with Mojang to PAX Prime to demo Cobalt and take on challengers at our 2-on-2 Capture the Plug booth. If you are at PAX, make sure you pay us a visit. We have launched a Cobalt-dedicated site at www.PlayCobalt.com with the specifics and a brand new Cobalt trailer!
PS. If you want to contact us, send a tweet in our general direction (@OxeyeGames, @vraket, @jeb_, @Kinten or @anosou), or an email to info@oxeyegames.com
Since the beginning of time we’ve had problems keeping our forums clean from spam. At one point our Dawn of Daria forum had over 30,000 bot accounts, and the forums here at OxeyeGames.com have had their share of dildos and ads for online drug stores. Upgrading the spam filters doesn’t seem to help much, and we’re growing tired of it.
We discussed closing down the forums altogether since it’s easier to contact us via Twitter (@vraket, @kinten, @jeb_ and @anosou) or email anyway, but having forums is a good way of letting players get in touch with each other. So our new idea is to piggy-back on the Reddit and create an Oxeye-related community there, which hopefully will be easier to keep relevant.
This is just a small update on the matter that I will be working at Mojang this winter and onward. Mojang, and especially its founder Markus Persson (Notch), is pretty famous for the game Minecraft, and I really look forward to helping them out! This feels like a perfect match to me. I’ll be able to do what I feel I do the best, and Mojang is a successful company that has the “indie spirit.”
This will not change matters for Oxeye very much, either. Project B is mainly developed by thewreck and Kinten, and if anything it could even help Oxeye a little since I will need to move to Stockholm, where they already live
About Project B, we will be announcing its new name very soon!
You are now reading our blog from our new fancy hosted VPS! Blog comments and our forum should be up and running again, but please let us know if something is amiss.
The main reason for the move was that our previous host updated PHP to a version that broke our wiki, and they weren’t interested in doing a rollback just for us. We felt that it was time we took our destiny in our own hands, and lo and behold: the wiki is working again! (As an unfunny note, at our previous host we weren’t able to use the wiki, but spambots could still create spam accounts… Been cleaning that up now, though.)
This is our non-announcement of our next game! In other words, we are announcing that we are working on a game, but we aren’t revealing it (yet)… It’s more of a promise of things to come… in the future. Or far future, depending on your attention span. Actually, it’s more of a “we’re not dead, promise!”-kind of announcement, but I digress.
Project B is a game that we have been working on since August this year and plan to have reasonably playable in time for next year’s IGF. That’s highly unreliable information though, but we’re aiming to have it done by March 5, 2011, which would be exactly three years after the release of Harvest: Massive Encounter (and Kinten’s birthday!). Project B’s development is realized by thewreck who does most of the work (and is paid pocket money from our Harvest savings). We others try to help when-ever we have spare time… which is too little *sad*
Anyway, we are not showing anything from the game just yet! We will leak tiny bits of information during the development of the game, but beyond that we will keep this “strictly offline.” That means that we will show you the game, but the game will never leave our own computers. You will have to meet us in person to see anything.
LavaSoft has created a site for selling their AdAware anti-virus/anti-spyware/anti-rootkit system bundled together with a bunch of different indie games, and Harvest: Massive Encounter is one of them!
We’ve also changed the price if you buy the game on our site too, because Steam is not available for Mac OS X yet, and we don’t want you to feel left out. Also, a new year calls for a new high-score table, so the stats have been cleared (we made a backup first, of course). During 2008, 46 340 games have been reported, and who knows how many games that have been played in total? I can’t wait to see what 2009 brings!
It’s time for another “Harvest: Massive Encounter” update. The new version is numbered 1.14, and is a non-crucial patch that adds mod support to the Creative Mode. We have started a whole new section on the forums related to Harvest modding, head over there now and check out all the mods that are being made! The forum section also contains all the necessary information needed to get started with making your own mod. For example, check out How To Create Mods or How To Create Custom Graphics to get you going. All mods are open source and easily changeable in any text editing tool.
The patch contains the following mods:
Emulate Normal Mode: A mod that works just like the Normal Mode.
Emulate Rush Mode: A mod that works just like Rush Mode.
Emulate Wave Mode: A mod that works just like Wave Mode.
Starhawk: A mod that allows the player to send in a small fighter jet with custom graphics by entering “starhawk” in the input field that appears after pressing Enter ingame.
Super Gun: A mod that allows the player to upgrade defense towers into bullet spewing super guns! These guns don’t require energy, but instead eat credits when they need to refill ammo.
Infinite Credits: A mod that gives the player infinite credits.
Here’s the Mac OS X updater for registered users (2.6 MB). Open the dmg and run the patcher, then simply drag and drop the Harvest application on to the patcher’s window.
The Windows update is available here (1.3 MB). This patcher requires a previous installation of Harvest, simply use the same application folder when you run it.