Starting tomorrow, I’ll be at Tokyo Game Show! Due to illness I had to skip PAX, but I’m all up and ready for TGS! I wont be showing Mosh Pit Simulator, tho, but if you want to chat about it or see how good it loks on a screen, find me in Eastern Europe New Stars Area, booth 3-N12/15 in Hall 3! I’ve been in Tokyo for some time now and it’s gorgeous! I’m super excited for the show and super looking forward to it! See ya there!
Mosh Pit Simulator will be playable at Gamescom 2016 in Polish Pavillon located at booth B-026 in Hall 4.1 in Business Area!
As Pixel Heaven 2016 was the first time Mosh Pit Simulator was shown publicly, it was pretty much just a tech demo. This time, you wil be able to play the first scenes from the actual game! Feelf ree to come and play it ad hoc, however, if you have a busy schedule and would like to make sure you will get to play, I will gladly reserve a spot for you! Just drop me an email at email@example.com!
I have a crazy week ahead of me, and even if you won’t make it to check out the game at Gamescom, you can catch me at surrounding events! Here’s my crazy week in a nutshell:
16:00, Saturday – Seminar – Making retro games in the future, or can games be demoscene? – I always had hard time making non-interactive things, thius most of my homegrown scene productions are just games that share features reminiscent of demoscene, such as size or hardware limitations. I will elaborate on the creation of these, and how I actually got to learn all that old shit even though it was all going on before I was even born :P
Hopefully a cool prod! :)
GDC Europe(Monday, August 15 – Sunday, Tuesday 16)
10:00, Monday – Talk – Building a Local Indie Game Community – I’ll talk about how Polish indie community evolved throughout several past years from pretty much not exisitng to a really vibrant, inclusive and supportive community!
11:15, Tuesday – Panel – Who needs diversity? Everybody! – We will discuss making our industry and community even more open for everyone and how we can be more inclusive supportive and create and maintain a welcoming safe space within this wretched industry (jk, I love this industry <3)
I’ll be there mostly at night crunching on a game between busy Gamescom days (I’ll prolly just faint on my keyboard)! Catch me there! :)
I’ll be on all of these events! Feel free to nag me via email or Twitter if you’d like to meet up and chat about the game or just hang out! I’ll gladly share some juicy details :) I’ll also have the tiny VRPC I built on me and will be showcasing the game on it if you want to check it out!
Since new generation high end laptops for VR gaming and development are still on their way, yet too close to get justify getting the old ones, I have decided to go with building a portable Mini-ITX VRPC for portable development and showcasing. I have managed to do so, and the result is this minimum-spec VRPC.
Processor: Core i5-4690K 3.5GHz
Graphics: Gigabyte Geforce GTX 970 (short)
Memory: Crucial Ballistix Sport 8GB DDR3-1600
Storage: Cucial M500 120GB SSD
Cooling: Zalman CNPS8900 CPU Cooler
Case: Lian-LI PC-TU100 Mini-ITX case
Power supply: Corsair SF 900W 80+ SFX
The entire thing is just around $1000, here’s a PCPARTPICKER link if you want to build a thing like that! Here are the SteamVR performance test results for it.
I must say, that right now, I would probably get a R9 Nano, instead of the short GTX 970, or wait for short GTX 1060 or RX 480 and swap the ram for 16GB, as 8GB might be fine for playing but is quite on the low end for dev (my workstation eats up 20GB when I work).
To build the thing I used parts from my living room PC. I replaced the case, the PSU and upgraded the CPU from Penntium G3258 and GPU from 750Ti.
I really like the case. it’s made form really thin aluminium and is really light. Looks sturdy tho, and provides good heating dissipation.
The entire thing weighs under 4kg (8 pounds), and is 25x17x27cm (10x7x11″) including feet and handle which makes it lighter than eGPU solutions! (Alienware Graphics Amp is 8 pounds without a graphics card inside and you need a 4 pound GPU inside and a 4 pound laptop to run it). The performance is acceptable, here are the SteamVR performance test results!
The case can heat up quite a bit, but it’s still acceptable levels of heat. The highest I got the GPU to go was 80, and CPU didn’t exceed 60. The GPU fan is just a couple of centimeters from the bottom of the case andd there are no holes there. Also, the SSD bay is over there, I hope the heat weill not shorten the drive lifespan.
I have not tested it in flight luggage, but I will definitely install safety precautions inside (stuff it with newspapers or so) before doing so. i did, however tested it in a showcase environment and it did splendid work for hours.
But having to carry a screen around with it would be cumbersome! So I came up with a way to directly operate the computer with only a Vive hooked up to it using remote desktop connection from a laptop! I have a 12″ retina Macbook (the one with USB-C) and high resolution screen on that thing makes it a good candidate form a remote operation machine, but you could use anything! Here’s how I set it up!
First of all, you need Windows 10 Pro to host RDP connections, and a screen to get started. Open explorer window, go to This PC, right click on a blank space, and select Properties, click on Advanced System settings. Go to Remote tab and check the Allow remote connections to this computer box. Go to Computer Name tab and make sure that Full Computer name is set to something legible and Workgroup is the same as the in computer that will try to access it. You will have to reboot when you change anything here.
When you have done that, hit Windows key, type run, hit enter, type shell:startup in the window and hit enter again. Inside the window, create a file named hostwifi.bat. To change the extension, you will have to click File Menu -> Change folder and search options -> View and uncheck Hide extensions of known file types checkbox. Right click the file, edit, and type the following inside:
Double click the file to run it. Press any to skip the countdowns as they are only needed at startup. Now open up the device you’d like to access you computer with. Remote Desktop Connections can run on anything form a desktop PC to smartphone. There’s an old Windows 7 app available on both 7 and 10, and the new shiny RDP app with red icon that’s available on Windows 10, Mac and smartphones. Both are good and performance is pretty much the same.
Connect to VRwifi wifi network, open Remote Desktop application, and type in the computer name you chosen in the box and hit Connect. Oh, and you need to set the audio playback to Play on remote machine in the options! This will improve performance, and you don’t really need sound to play on your remote access PC. You can toy with other options depending on your network performance to get the best results too. Changing the color depth helps a lot. If you have trouble authenticating, it’s easiest to use your Microsoft account credentials to log in to the remote PC. Anyways, that’s it! You are connected remotely to the PC! Unplug the screen, plug in Vive, run SteamVR, launch Unity and get hacking! :)
The latency in display is pretty much not important, since the Vive is hooked up to the VRPC anyways. As for the performance, clunky Windows Wifi drivers on the Macbook have given me some troubles, but on OSX everything works magic wirelessly. If you need more sturdy solution, tho, you can connect via an ethernet cable and skip the Wifi setup completely. Also, when you set up the hosted wifi network on Windows 10 PC, make sure you disconnect from any other Wifi networks, as it will try to maintain incoming and outgoing connections at the same time hindering the performance. I haven’t used it so far for actual dev outside of testing, but I will do so next week and report back! Make sure you check out the forums as I will be posting smaller updates there!
I’ve been a bit quiet outside of twitter but I’ve been working tirelessly on the game! I’ll be making some cool announcements right here soon and I’m really excited so stay tuned! Other than that, game development is being game development, crashes, bugs, setbacks and nothing is ready on time, but I’m having hell lotta fun so I can’t really complain. Also, it’s 04:38 as I’m writing this, and my no-crunch principle has fallen. :P But despite too much work, I’m trying to stay up and healthy, with a lot of workout/exercise breaks, plus a bit of physiotherapy, since I injured my foot (but I’m gonna be back to 100% soon) in an actual mosh pit doing research for the game (and having fun, and getting beaten up). But I have some really cool footage, check it out!
Ok, but back to the game! I have created and been maintaining a design document which is pretty just a doc file where I throw all of my ideas in trying to categorise them coherently, and here are some things that are gonna happen in the game:
Plot! There’s gonna be plot and cutscenes. This means story mode that you can beat start to finish! I’m crunching on the first scenes and I want them to be as bollocks as you can get! It take a lot of work but I’m super happy with where this is going!
Extra game modes I wan tto keep the game as “open” as it can get, in terms of letting the player break everything and play around and exploit bugs etc. And to facilitate that, apart from the story mod that ends, I’ll try to have funny game modes. If you have suggestions for these, bring it on!
More enemies! I made a chubby dude and a short lady, but I still llike the default dude the most. Oh, I also added a horse. And a giant velociraptor, but it doesn’t move yet!
Machinery and vehicles! In the first level, you’re riding a transport cart. You’ll be driving cars and flying helicopters too. And the mosh pit dudes will be there to “help” you with that :P
Superpowers! These are gonna include:
Force charge – Clecnh your fists and stay as immobile as possible to charge up! You ned full charge before performing force moves!
Time manipulation – Use the touchpad to manipulate time when charged!
Force draw / push – Use left hand to move objects around and draw them close and right to push enemies away from the distance.
Ground pound – Punch the ground to push everything away
And as usual, I’m open to suggestions! Bring all of them!
So, if you’d like to participate in shaping the game use the forums!
If you want to suggest features, ask questions, nag me about a playable version, or just say hi, this is the place to do it! I’ll try to post dev updates there too! In the meantime, off I go! Cheeeers and stay tuned! More cool news will come tomorrow!
I’m proud to announce, that my next game, Mosh Pit Simulator is coming to VR in 2016! I made a little announcement trailer too, check it out!
The game will be playable next weekend (June 3-5, 2016) at Pixel Haaven in Warsaw, thus if you would like to check it out, make sure to drop by! If you would like to test the game or have additional questions, drop me an email! I will prepare a test build after Pixel Heaven!
For now I need to prepare a showcasing version, and upon showing I will pinpoint bugs to iron out, after that, I’ll send out a build for testing, so if you have a Vive and would like to try the game, drop me an email!
I’ll do updates on game development and whatnot starting next week too! See ya then!
Youtube went bollocks on copyrights and there are piles of cash you wouldn’t even imagine at play. A very lucrative way to ruin the service’s reputation it is for sure.
Thus, if anyone has trouble convincing the monetisation vault gate keepers that videos of my game are OK to monetise, just wave this document.
Let’s plays are one of just a few ways of small studio indiependent games to shine, therefore it is our duty to step up. Keep up the amazing work and don’t give in to Youtube’s ridiculous claims. Youtube sucks.
McPixel is up on Steam Greenlight since the very beginning of the thing. You can now cast your votes and help it get to Steam!
There has been slight controversy regarding Greenlight as of lately that I would like to address. Let me provide some background story for posterity first.
This is a semi-chronological list of events that brought Greenlight to life and enshadowed it.
Steam Greenlight gets announced. It is to replace standard submission service allowing underdog games to shine.
Steam Greenlight launches. Tons of tits, boobs, and utter nonsense gets posted.
The internet is not impressed, and asks for countermeasures.
Valve introduces $100fine fee to get onto Greenlight
The internet is even less impressed.
Let me now state my opinion on that. I would like to point out that this is a personal biased view of a madman. I am a competition monkey thriving all kinds of rivalry, even at such expense.
I think that Steam Greenlight is a great service that will eventually do it’s job properly. It’s job is to bring Indie games that would not be able to get to Steam by other means to light, and eventually to Steam. As the premise of it was to allow anyone in, Valve underestimated the awfulness of the internet and was forced, and even asked to provide countermeasures against awful submissions and clutter. The countermeasures, being the fee, brought upon a multitude of extensive criticism from my fellow indie game developers.
While the fee is quite excessive, I would not give it a second thought. I wanted McPixel on Greenlight as soon as I heard of it. I can see how that might be quite an expense for indies, but this is Valve’s choice of the financial status of games’ they’d like to see on Greenlight developers. I think, however, that with the submission fee introduced in the first place, there would be no need for Greenlight to exist. But on the other hand. I am totally mistaken, thinking that underdog stuff, like for example, McPixel would get through any kind of sane reviewing process. Yeah.
As for me, Steam Greenlight is the perfect oppoturnity for McPixel to get on Steam. As I said, McPixel would never get through Valve’s and any other QA (Quality Assurance) service, because ugh… yeah… go play it if you need me to finish. And not only for McPixel, but for other Indie games, Greenlight is the perfect opportunity to get noticed by Valve and end up on Steam.
As awkward and off-putting current Valve’s choices may seem, it is to be acknowledged, that their response to feedback is swift and decisive and that they are doing their best to make the service do its job well. Greenlight is in its infancy and I believe it will mature into something terrific.
I hear people saying that Steam is not the only way to sell your games, and you can live without them. Sure! So far I have been well with distributing McPixel directly from its website (and through Mobile stores recently). But I made this game to see people enjoy it, and Steam is a great opportunity to allow more people to access it. I also hear you can make cool bucks out of it. But hey, I managed to make some cool buck out of selling it directly from my website already. So remember that you don’t need Steam. You might want Steam. Well, I want Steam. I hope Steam wants McPixel! This is for Greenlight to settle!
As for the time of this writing, McPixel is at 10% of votes required to get accepted, which already proves that Greenlight can see what QA couldn’t, or the other way round (definitely the other way round). I would love to see Greenlight working as intended, and voting McPixel up, brings it closer to that.