News
This is the complete news archive for 2006.
4th September 2006
I've been making some modifications to the visuals for the game just recently and have updated the current builds to reflect that. I've also made it part of the automatic update process as although these changes are relatively minor, I wanted you guys to get the latest changes to the background music processing. I was going to delay this automatic update until the music tracks that we're writing in-house have been completed, but that seems as though it's going to be a little way off right now.
The changes I've made this time are related to the way the menus are rendered and also some of the explosion effects within the game. Nothing earth shattering, just an iteration of polish to make it shine a little brighter.
27th August 2006
Ultra now has customisable music! I've released
an intermediate version of the game with a much improved background music processing engine to pump up the audio. This engine supports MP3, OGG, WAV and AIF audio formats, covering most of the audio that you would ever wish to play. This engine now seamlessly joins individual music tracks together to form a complete background music track list for you to listen to while playing the game and really get into the zone.
Not only that though, but you can now customise the music that is to be played too! Two track listings are held; one for use in the menu system and one for playing the game itself. Visit the Options->Audio menu in the game to start defining your own music and take a download now to share the audio joy.
A full release of the game will be made (which automatically updates) just as soon as the music that we are currently rewriting for it has been completed; which should be in just a handful of weeks.
8th August 2006
Updated Ultra is
now available for download! I released
a new version of the game today, mostly with general rendering improvements, but also with a new enemy type - the Bombadier! This new guy comes along from level 15 onwards to try and spoil your day by taking a bombing run at you. I've also improved the heads up display so that the components for the player's secondary weapons, the side arms and the ion splitter, are more clearly defined.
Take a download and check it out.
Coming up next ... customisable music tracks!
9th July 2006
Bug-fixed Ultra is
now available for download! I released
the bug fix that I spoke about in the last news article today - along with the changes to the difficulty curve that was also discussed. New
demo and full versions of Ultra have now been
released with this new fix in, and the product
update procedure should automatically pick this
up for existing users.
There was also a minor change in the way that multi-core CPUs are used within the game. Previously, some multi-core CPUs spread the processing of the game over multiple cores, which in turn caused pretty drastic problems with timing and made the game completely unplayable. Now though, the OS is instructed to run the game's process on just a single core, thus ironing out those timing problems.
6th July 2006
I've had a bit of trouble recently - having to reformat my machine due to unacceptable degradation in speed, and changing day-jobs which has absolved me of my copy of Visual Studio 2003. So, I've had to reinstall everything from scratch and downgrade my source to Visual Studio 6 (no mean feat), which of course has taken a little time.
A by-product of all these shenanigans? I've managed to find and fix a very elusive bug that made itself much more apparent in release mode in VS 6. I've been trying to track this for a few weeks but it was just so damn difficult to detect, as it never showed itself in debug builds and just crashed the entire machine in release builds prior to now. Still, it's nailed now - a subtle fault with the collision detection system as it turned out.
So, I'm going to implement those difficulty curve changes that I spoke about in the last news article and then release a new version of the game sometime over the next few days - so keep an eye out.
26th June 2006
Bug-fixed Ultra is
now available for download! So I released
another bug fix for Ultra today - this time to
do with particle rendering as discussed in the
previous news article. In the end, this fix turned
into a bit of a workaround for what seems to be
unusual goings-on with ATI display drivers. New
demo and full versions of Ultra have now been
released with this new fix in, and the product
update procedure should automatically pick this
up for existing users.
Following some user feedback, coming up in the
next few days is an overhaul of the difficulty
curve. It seems you guys are just too good at
this game and the first few levels are turning
out to be a bit boring while you wait for the
good stuff to come atcha. So, I'm going to bring
it all forward a little and make it so that the
game is hot by the time you get to level five,
rather than level ten which is where it stands
at the present time.
On a similar note, the new spiker projectiles
that we introduced recently are making the game
just a little too hard, and subsequently
spoiling the flow of mass destruction that you
can wreak. So I'm going to pull them back a bit
and make it so that they are destructible further
back down the arena.
These game difficulty issues should be resolved
and implemented sometime over the coming weekend,
with appropriate game releases once that work
has been done.
Following that, I'll be looking at the music
options for the game. It was always envisaged
that you could define your own music track list
for the background music in Ultra, but until now
I've been putting it off because it's going to
be a little tricky to code up the UI for you to
be able to do this. But now I feel, the time is
right.
Not only that, but the music that currently accompanies
the game is soon to be replaced by Loonie - our
in-house musician. At the moment, Loonie has donated
some fairly old music that has never been used
before, just so that we could release Ultra with
some musical content rather than pure game sound
effects alone. Although this music is pretty good,
it's not a patch on what is to come - so watch
this space music fans.
23rd June 2006
Released a bug fix for Ultra today - to
do with HUD rendering. I only discovered this
bug yesterday - after weeks of flawless testing
on a GeForce 6, I installed an ATI 9800 in my
machine and found a major problem with the HUD
polygon clipping code. This of course has now
been fixed and updated versions of Ultra uploaded
to this site.
There seems to be another outstanding bug with
particle rendering too that never appeared before
I put the ATI card in my machine. This is a little
less benign, and I'll release another fix for
it just as soon as I've managed to locate the
source of the problem.
20th June 2006
Primary release Ultra
is now available for download! Yes, finally,
Ultra has made it all the way to version 1.0!
Take a download and
get some playing action in, it's ready and waiting
for you right now.
A few things have changed since the last pre-release,
mostly to do with the way the spikers behave and
the design of the arena webs. The spiker visuals
have now been improved, and they also emit projectiles
towards the player in later levels of the game
in order to increase the difficulty curve.
I've also revisited the collision detection system
and implemented a few improvements. As far as
I can tell now, and it's been given a real good
testing, it'll need no further work on it as I
can't find any holes at all. It's made the game
a little harder, but also more predictable, and
that was always the key requirement.
So get in there and be part of the show - 50
levels, 4 enemy types, 3 weapons - and whole shed-loads
of fun right at your fingertips.
14th June 2006
Updated Ultra is
now available for download! All of the
things discussed in the previous news item, plus
some minor bugs fixes, are now available in the
latest download. Check
it out for yourselves and rip it down.
I've also added some new tasty screen
shots to whet your appetite while it's downloading.
As we're working towards the first active release
which is just five days away now, nearly all of
the mechanics for the initial version of the game
are now present. The work that's to be done between
now and then will concentrate almost solely on
improving the spikers, both in terms of gameplay
and in terms of visuals.
There are also some issues with the collision
detection system that need to be resolved as it's
missing collisions on the outer rim of the play
arenas. I've tracked down why this is - a by-product
of my earlier optimisations, and it shouldn't
take very long to fix at all. So get some practice
in while you can, because you're not going to
be able to get away with those close-shave manouevres
for much longer!
13th June 2006
Having spent a considerable amount of time
working on the control system for the game, I
feel that I've now taken it just about as far
as it can go. Almost everything that you can imagine
can now be configured within the control system
- in fact I don't think I've seen such a flexible
system in any other game. For Ultra though, we
really do need it as the speed of the game gets
really hot a few levels in, and without accurate
control, you're going nowhere.
Before I put out another release though, there
are a couple of things that I want to change with
the gameplay. When I first started working on
Ultra, the pace of the game was quite slow and
this affected the way that I thought about using
secondary weapons. The "Ultra Plasma"
secondary weapon works very well in the first
handlful of levels by helping you clear spikers
out of the way. On subsequent levels though, it's
about as much use as tits on a fish. So, I've
decided to drop it.
Similarly, when the pace of the levels picks
up a bit towards level 10, I thought the idea
of a time distortion weapon to help slow things
down a bit when they are getting too hectic for
you would be a great idea. In practice though,
you just don't seem to use it. The effect that
the weapon has in the game is really impressive
though and I'm loathed to lose it altogether,
so I'm temporarily going to drop the weapon and
use the effect elsewhere later on in the game's
development.
Despair not however, you've lost two weapons,
but you've gained one too. I'll not spoil the
surprise here, but suffice to say, it more than
makes up for the loss. Expect another development
release in a couple of days ...
9th June 2006
Ultra is now available
for download! It is currently in a pre-release
phase and out for user feedback, but essentially
it is ready and complete for its first release.
User feedback is absolutely welcome at this point,
so please take a demo
and then contact me
if you've got any niggles or thoughts about the
game that might improve it for subsequent releases.
Currently, the official release date stands at
the 19th of June, so I want to try and get any
real problems sorted and out of the way before
then.
Recent additions to the game include a reworking
of the mines that the flippers leave behind. It
was not obvious to some players that these mines
could be passed by the player when at certain
points in their motion (much like you could shoot
flippers on the outer rim of a web at certain
points in their motion in the original Tempest).
This fact has now been made more obvious to the
player by changing the way in which the mines
move and also changing the HUD information to
reinforce the point. A case of bad game design
to begin with I think, but it's all better now.
The 3D models for the game objects have gone
through another redesign. Nothing too spectacular
at this point, but just enough changes to them
to prevent Atari getting anxious about me abusing
their intellectual property. I've also added a
nice "engine" effect to the player as
they transition from one arena (or web in Tempest
parlance) to another. It was quite simple to code,
but is a nice addition all the same.
I've also added some more lighting effects to
the player. Whenever a shot is fired off or the
player's engine is alight, this is reflected in
the lighting of the player itself. Only a small
addition codewise, but again making a nice effect
on the screen and bringing the game to life just
that little bit more.
Next up is the whole issue of control. It seems
there are a few people out there that would much
prefer to play Ultra with a keyboard or gamepad
rather than a mouse, so we need to do some more
work here on making the game more playable when
going down that route. That'll be my weekend taken
care of then!
2nd June 2006
We're now on the final furlong with several
new pieces of code being put in place over the
last few days. We have put several high score
tables in place, one for each difficulty level,
recording your details if you manage to attain
a score high enough to enter one. These high score
tables will eventually be integrated into our
web site here so that you can not only view your
own local high scores, but also the universal
high scores for all Ultra players. That is going
to be sooo cool.
I've also added load and save game facilities
that will allow prolonged play into the game.
Only scores from games that haven't been abused
by the save game system will be allowed into the
high score table. When you save a game, you cannot
reload it after subsequently losing a life and
expect your score to be accepted into the high
score system. There will of course be warnings
about this when you attempt to reload the game
and give you the choice of continuing or otherwise.
Lastly, we now have a fully automated release
process. When the game is ready to ship, we just
press a button and upload the resultant installation
program onto the web - job done.
So, just a few more pieces of tidying up to do
and we're ready to rock!
27th May 2006
The 3D models for the objects within the
game have now been designed, albeit designed to
a simple specification just for the moment. I'll
revisit these at some point in the future as my
modelling skills improve, but just for now I want
to get the game out and being played and I don't
want to hold that up while I'm messing around
in a 3D editor. So, we're good to go on that front.
I've also been improving the graphics effects
for explosions this week, and they're now looking
pretty hot. I'll continue to do some more work
on these over the next few days to get them looking
even better, but only because I love doing that
kind of work and not that it necessarily needs
to be done.
The arena designs for the first release of the
game have now all been finished. There are 50
levels in all, with a surprise last level that
really gets you moving around fast! I won't say
anything more about that and let you enjoy it
for yourself when you get to play it.
Finally, I've succumbed to the temptation of
posting up some screen shots here on this site.
So just click on the screen shots button to your
left and check them out!
21st May 2006
Much work has been done on performance
optimisation and checking the rendering code for
errors and consistency over the last few days.
This caught a couple of problems with the renderer
that would almost certainly have made the game
fall over on some graphics hardware, even though
it functioned perfectly correctly on my own. Performance
has been improved by a noticeable margin, although
to be honest, it was already pretty well optimised
before I began so there wasn't too much that could
be done in this area.
Other work on the graphics effects took up a
little time - tweaking parameters here and redesigning
textures there. The graphics now really are looking
hot and practically ready for release. About the
only thing left to do on the graphics front before
a release can be accomplished is designing the
player, flipper and tanker 3D models. At the moment
we only have rudimentary placeholder models for
these objects within the game, so that it can
be play-tested properly. These 3D models will
be recreated over the next couple of weeks, after
which the game is then practically ready for release.
Lastly, some work has been done on the creation
of a distributable version of the game, rather
than the development versions with development
data files that I have here. So when the time
comes to create a version of the game ready for
the playing public, it shouldn't take more than
a few hours to get it into the installer program
ready for it to ship.
So things are looking up people - only a few
more weeks to go!
6th May 2006
I've finally got back into the swing of
things now and development on Ultra has well and
truly resumed. Since the last time I reported,
several pieces of code have been added to the
game and the visual effects are now looking sweeter
than ever.
Firstly, the Ion Splitter (or Super Zapper of
old) has been given a makeover and the on-screen
effects are truly awesome. Enemies are now blown
away in a predictable and more logical way than
the way they were before, which essentially was
just random. The whole thing with the Ion Splitter
just looks much more coherent now, and it's certainly
a weapon you don't want to be without.
Secondly, I've added code to urge the camera
to point towards the player to help you focus
on where the action is. This was a bit tricky
at first as the camera is already under other
control to give the game some animation as it
rolls and sways as you play. So, a mixture of
the current camera view, and the view towards
the player was required. Not wholly one or the
other, just somewhere in between.
The movement of the camera as it follows the
player was very, very disconcerting at first.
But that's the thing about camera animation -
you've got to keep it extremely smooth, otherwise
it's immediately apparent and very jarring to
watch. So now, the camera glides as it follows
the player and sudden movements on the camera
are disallowed. As a result, it's all looking
very good indeed.
Lastly, I've added a little surprise to the spikers
as you progress to the harder levels. I'm sure
you will all love this, and it gives the game
an extra tension factor as you get further into
it. You'll have to wait and see before you can
find out what this is all about!
28th April 2006
Well, it's been a long, long time since
I updated the site here. Life, unfortunately,
has gotten in the way and taken my time away from
the game for the last few months. However, I'm
now back on track and production of the game is
now again underway.
Before I had to take time away from the game
though, a lot of work on the head-up-display for
the game was completed. It was important to me
that the game have a strong techno feel to it,
and this is reinforced by the nature of the head-up-display
with its visual quality. Equally important though,
is that the display not interfere with the gameplay
or get in the way of the visuals as your mind
cannot spend too much time processing the scene
with the speed of the game being as fast as it
is.
The work done on the display resulted in both
of these goals being met, with a great look that
only really pervades the periphery of your vision
when playing the game.
Next up - the Ion Splitter (Super Zapper) visual
effects.
Complete news archive
for 2005
|