Wolfire Speaking at the Main GDC in San Francisco ( http://blog.wolfire.com/ )
By John on January 3rd, 2010 In September, we were asked to speak at GDC Austin about our policy of open development. It appears that our presentation was well-received because we've been asked to speak again at the main GDC (Game Developer Conference) in San Francisco! San Francisco is our home base so it's convenient to be presenting here. Hopefully I can sneak in our HD video camera and get a recording set up for our YouTube channel. Also, it would be cool to meet up with other people flying into the city and show them the sights -- especially the awesome San Francisco disc golf course (we've been practicing). Wolfire Speaking at GDC San Francisco GDC San Francisco This is quite an honor, and while I'll probably touch on many of the same points that were covered in my previous lecture, enough time has passed that there will be some new information as well. It's still surprising to us that some indies are unwilling to give open development a try. The internet is such a noisy and crowded place that if you don't promote yourself early and often, you'll likely get lost in the crowd. My hope is that I can inspire other indie developers to strive for the attention they deserve. The conference will be March 9th-13th and you should definitely let us know if you're going to be in the area. I haven't been assigned an official time slot yet but it should be up soon at our official listing here. Do you have any ideas for additional topics that didn't get covered in the Austin presentation? The Austin PowerPoint slides are available here. PowerPoint & Pictures at link below (http://blog.wolfire.com/2010/01/Wolfire-Speaking-at-the-Main-GDC-in-San-Francisco)
By Jeff on January 2nd, 2010 For a long time, we've had a ShareThis widget embedded for each blog post, in the hopes that people would click on it and then share the post on one of 50+ different sharing services (del.icio.us, Digg, Facebook, etc.). For a content producer, the idea of ShareThis is really appealing, and I had assumed it was a "best practice" for a website. ShareThis fail whale However, in reality, I've noticed that no one actually clicks the ShareThis widget. In fact, after millions of page views, the ShareThis widget has been used just a small handful of times. Something on the order of 30 times, according to their stats. This is not too surprising, considering it is sort of dubious and confusing to use, compared to just copy/pasting the URL into the service manually. Additionally, in the few times it is actually used, the reader ends up sharing the post on Facebook or Twitter. At least in my experience, there is no significant "long tail" of sharing services which might merit the confusingly epic list. Finally, to add insult to injury, ShareThis loads kind of slowly and has been the source of several complaints since as of last month, it pops open on mouse over. Therefore, I removed ShareThis and went straight to the source, adding Facebook and Twitter buttons! Check them out below! Hopefully that encourages more sharing, since these buttons are actually much more straightforward and have a cool counter on them. I'm curious to see if it makes a difference! Pictures At link below: ( http://blog.wolfire.com/2010/01/Killing-ShareThis )
Due to the success of the 75% off ($5 in the US) Killing Floor sale last week, Valve has brought the sale back for one more day. Until noon tommorow you can get Killing Floor for 75% off. If you know any friends looking to get KF, or want to get KF for someone as a gift, now is the time. It will be a long time before you have another chance to get KF at these prices. Head over to the <a href="http://store.steampowered.com/app/1250/">Killing Floor Steam Store page</a> now to get the game.
Due to the success of the 75% off ($5 in the US) Killing Floor sale last week, Valve has brought the sale back for one more day. Until noon tommorow you can get Killing Floor for 75% off. If you know any friends looking to get KF, or want to get...
Prerelease/Expans 2.001ZK (Botnet Golem) The second day of the new decade... quite interesting. Well anyhow, here's the next pre-release version--however, parasites have been nerfed beyond what some would say reasonably. Please take a look at the forum topic if you want to voice your opinion--otherwise, go ahead and try out the new golem! Topic: http://arcengames.com/forums/index.php/topic,2869.0.html Download: http://www.arcengames.com/share/AIWar2001ZK.zip What's new since 2.001ZK: (Cumulative release notes since 2.000 are attached at the bottom) -- -New Botnet Golem (expansion only): Reclaims enemy ships it kills (reclaimed ships have health = full damage inflicted by reclamator). Reclaimed ships come back as Zombie Bots, which cannot be controlled but which will attack enemy ships mercilessly until they die. Zombie bots will travel to enemy planets if no enemies present. This golem damages itself with zombie-creating shots, and cannot attack ships that are immobile, have no attack, or are immune to reclamation. -Two new cheats have been added for spawning broken or fully-functional versions of the new botnet golem: busted zombie bots, zombie bots. These only work when the first expansion is enabled for the current game. -Previously, if any ship killed a target that had taken damage from a reclamator, then the target would be reclaimed. Fixed so that a reclamator must actually deal the killing blow. -Previously, there was a bug where reclaimed ships always came back with 50% health no matter how much damage had been dealt to them by reclamators. Fixed. -Previously, ships could be manually targeted onto ships that they could not hit at all (due to shot immunities, mainly), which was problematic. Fixed. Changes from prior prereleases. -- -Control nodes can no longer be gifted between players, as this was undesirable. -Turret trains are no longer directly attacked by player ships, but instead have to be manually targeted like all astro trains.
Killing Floor Up For PC Game Of The Year 2009 @ VE3D
Due to winning two categories in the VE3D Readers Choice Awards 2009, Killing Floor is now up for the overall best PC Game of 2009 for the final VE3D Readers Choice Award for 2009! Whether the game wins or not, we are honored to have been selected as a candidate. Head on over to the <a href="http://ve3d.ign.com/articles/features/52220/Voodoo-Extreme-Best-PC-Game-of-2009-Voting">VE3D Best PC Game of 2009 voting page</a> and cast your vote now for your favorite PC Game of 2009.
KF Wins Two Categories In VE3D Readers Choice Awards
We're happy to announce that Killing Floor has won two categories in the VE3D Readers Choice Awards 2009. Killing Floor won both the Best PC Shooter 2009 and Best PC Game Expansion of 2009. Additionally, Tripwire Interactive's new game in development Red Orchestra: Heroes of Stalingrad placed in the top 5 for Most Anticipated PC Game of 2009. In other VE3D related news, Killing Floor stories were some of the most viewed stories in 2009 on VE3D, with the Killing Floor preview feature being the most viewed VE3D feature for the year. You can check out the VE3D random stats <a href="http://ve3d.ign.com/articles/news/52213/VE3D-Random-Stats-For-2009">here.</a>
Happy New Year! Let's start things off right with new music from a favorite of mine, Jack Conte! Be sure to ride Gulf and Dance of the Sugar Plum Fairy on Audiosurf Radio this week. For more, check out The Everything Button at jackcontemusic.com where you can get all his mp3s for $15. Have Fun!
By Aubrey on December 31st, 2009 Here is our first (long in coming) update for the comic. Thanks everyone for being so patient! Overgrowth The comic is a fun way to explore places and characters for Overgrowth, and also lets us practice our story writing skills. Overgrowth It takes a lot of work to make the comic, but I think it is time well spent. What do you think? Pictures at the link below: (http://blog.wolfire.com/2009/12/Overgrowth-Comic-Update)
Prerelease/Expans 2.001ZJ (9 Control Nodes, Transports+, Fixes, AI Logic+) The pre-releeases continue for New Year's Eve! Please see http://arcengames.com/forums/index.php/topic,2804.0.html for more information upon ZG, as I have missed it, and it contains a "Control Node" feature that re-allows players to control one another's units, and with a impressive new skin for Fortresses made by community member, I-KP. Topic: http://arcengames.com/forums/index.php/topic,2821.0.html Download: http://www.arcengames.com/share/AIWar2001ZJ.zip What's new since 2.001ZG: -The way that the names of technologies are loaded is now more efficient for localization, and also prevents a redudancy in the notification-of-unlock message text that is now shown. -New Control Node: Auto-Build Engineers Mark II. Each command station you control will automatically maintain one Mark II Engineer at each planet you control. Building multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet. -New Control Node: Auto-Build Engineers Mark III. Each command station you control will automatically maintain one Mark III Engineer at each planet you control. Building multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet. -New Control Node: Auto-FRD Engineers. Automatically places all of your engineers (including secondary engineers such as remains rebuilders) into Free-Roaming Defender mode if they are on planets you control. -New Control Node: Auto-FRD Mobile Military. Automatically places all of your mobile military ships into Free-Roaming Defender mode if they are on planets you control. -New Control Node: Auto-Build Remains Rebuilders. Each command station you control will automatically maintain one Remains Rebuilder at each planet you control. Building multiple of this control node causes multiple rebuilders to be maintained at each planet. Replacement rebuilders will only be built if there are fewer than 100 mobile enemy ships on the planet. -New Control Node: Auto-Rebuild Harvesters. Automatically rebuilds metal and crystal harvesters on all planets you control. Replacement harvesters will only be built if there are fewer than 100 mobile enemy ships on the planet. -New Control Node: Engineers To Not Auto-Assist Queues. Prevents your engineers from automatically assisting build queues (keeping them on repair duty only, unless they are given explicit orders to accelerate a queue). -New Control Node: Engineers To Not Auto-Assist Allies. Prevents your engineers from automatically assisting any allied ships (though you can still manually assign them to assist specific allied ships). -The intel summaries on the galaxy map now include labels for all of their icons to make it easier to tell what planets might deserve more investigation without having to use the help palettes in the planetary summary. -Ships that are rebuilt from remains now start out with 50% health when they are starting to be rebuilt. -Previously there was a bug that would sometimes cause AI ships -- most notably bombers -- to act indecisive when they are generally outnumbered but also still have a target of value that they can kill. This is now fixed. -On difficulty 7 and up, the AI is now smarter about taking out key targets when it is outnumbered; now sometimes managing suicide runs instead of always falling back in this situation. -The list of scouts in the scouts button now only includes the specific scout ships (Scout I-IV) and the Scout Starship. -Fortresses now provide scout data. -Transports move away from the wormhole to avoid taking so much direct fire. -When transports are destroyed they now safely eject their cargo, rather than losing all of it. Please see the topic on the changes since prior releases, and changes since 2.001ZJ.
Interview the Wolfire Team ( http://blog.wolfire.com/ )
By John on December 30th, 2009 We can talk perpetually about various aspects of indie game development on the blog. However, sometimes it's nice to step off our soapbox and answer some direct questions from the readers! Our last community Q&A session was very successful, so we've decided that it's time to open the floor again. Our goal is always to focus on topics that people are actually interested in. So in the spirit of open development, we ask you to please submit your burning questions in the comments. We will focus on the 10 questions which receive the most "likes" (within reason, I don't know if I can handle another kilt interpretive dance). We also reserve the right to answer extra questions that we find particularly interesting. If you submit a real doozie, we may decide to save it for its own blog post later on. Bunny questions Kilt dance or not, we promise to provide some kind of video response! Post your questions and click the "Like" button on the ones you want us to answer below! Pictures & Video Below (http://blog.wolfire.com/2009/12/Interview-the-Wolfire-Team)
By Jeff on December 29th, 2009 Here is what is new in Overgrowth in this weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are developing a massive video game from the ground up -- we are able to do this completely independently by accepting preorders for the game before it's done! Overgrowth Aubrey has made a number of awesome new art assets, and David fixed a lot of bugs. Here are a few highlights from the source repository: * Started working on V8 scripting * Hooked up V8 libraries * Created V8 context and function wrappers * Hooked up V8 console * Enabled ragdoll shadows * Misc bug fixes Overgrowth alpha 59 Dropping some ragdolls Thanks as always for all the support! See you guys in IRC and the forums. Picture & Video on link Below. (http://blog.wolfire.com/2009/12/Overgrowth-alpha-59)
VE3D Readers Choice Awards Final Update - Vote Now !!!
With Killing Floor well ahead on both Best PC Shooter 2009 and Best PC Game Expansion of 2009 I encourage anyone that hasn't already voted to head on over and vote for Red Orchestra: Heroes of Stalingrad for Most Anticipated PC Game of 2010! Voting ends tommorow, so vote now!!! <a href="http://ve3d.ign.com/articles/features/52083/Voodoo-Extreme-2009-Readers-Choice-Awards/p14/c1/"> Most Anticipated PC Game of 2010 </a>
VE3D Readers Choice Awards Final Update - Vote Now !!!
With Killing Floor well ahead on both Best PC Shooter 2009 and Best PC Game Expansion of 2009 I encourage anyone that hasn't already voted to head on over and vote for Red Orchestra: Heroes of Stalingrad for Most Anticipated PC Game of 2010!...
By John on December 28th, 2009 We've uploaded another Overgrowth song to the soundtrack playlist on our YouTube channel. The songs are composed by the talented Mikko Tarmia and often feature Anton Riehl on the flute. It is my pleasure to present Combat Track 3. Be sure to listen to it in HD. The rhythm is quite ferocious and would definitely inspire me to run into battle against creatures higher on the food chain. The melody is soaked in desperation, indicating that perhaps time is running out. However, there are also trace playful elements which suggest that with a little luck, there might be a way to come out in one piece. You can find the growing Overgrowth soundtrack playlist here. (http://blog.wolfire.com/2009/12/Overgrowth-Soundtrack-Combat-3)
Today only Killing Floor is on sale on Steam for 75% off - that's only $4.99 in the US (other territories will be 75% of the normal price as well). So if you don't have Killing Floor, or have friends that want to get Killing Floor, or want to buy Killing Floor for someone as a gift, now is the time to act!!! Head on over to the Steam store page now: <a href="http://store.steampowered.com/app/1250/">Killing Floor Steam Store Page</a>