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wipwipwip
It’s Aliiiive
Ok so I’m sorry for the lack of updates lately, happens to everyone once in a while! but the good news is it’s because I’m working hard, and am not dead! so, that’s good right??
Pineapple Smash Crew is coming together, I’m working with Valve for a Steam release (woohoo!) in the new year and I’ve added Stuff(tm) to the game, including:
Randomly configured bosses!
Damaged floor blocks!
Laser wall traps!
More bomb types!
and some tweaks and improvements to existing bits and bobs :). Expect some screenshots shortly too, so stay tuned :]
Halloweeeeen!
Screenshot saturday screenie
VG24/7 Eurogamer coverage
game news sitie VG24/7 has posted a Eurogamer Expo writeup including Pineapple Smash Crew, check out the article here
Excerpt: “This game provides the most out-and-out fun of those in the indie arcade. Pineapple Smash Crew plays as a fast-paced team-shooter in which you control your mech-suited, cuboid-headed squad members as one close-knit unit”
“It sounds good, because it is.”
w00t, thanks VG24/7! 🙂
Get well Cazzie
SarcasticGamer.com PSC preview!
Krelith of SarcasticGamer.com has posted a very positive preview of Pineapple Smash Crew. Click Here to check out the article
Excerpt: “One of my favourite things about modern indie game developers is how they often take a nostalgic design principle, and drag it kicking and screaming into the present day. A game filled to the brim with high-res textures and cover mechanics can be great, but no big budget game has evoked a sense of glorious nostalgia quite like the indie crowd has been doing over the last couple of years. And among the many great experiences to be had, one that brings me incredible joy is the forthcoming Pineapple Smash Crew”
Pineapple Smash Crew IndieDB page
PSC now has an Indie Database page, so if you like to track your indie games on IndieDBÂ please head on over!
Something worth bearing in mind when you are designing randomly generated content (eg. level layouts). Often there are certain situations and scenarios you want to avoid with random generation, such as X item appearing next to Y item. Now, before you spend time coding a detailed set of rules to try and avoid scenarios you don’t like: be sure to ask yourself ‘ is it easier to just detect an unwanted result, and re-roll the dice’
Many times it does turn out you should code the fix if the problem crops up very regularly. But other times when the unwanted scenario is rare and your randomization is quick, the answer is usually: yeah, just re-randomize it. Remember that, and don’t immediately try to fix every problem by brute force.
edit: someone pointed out that re-rolling *is a brute force technique. What I was intending to get across is this- don’t always take the problem head on if you can easily sidestep it (by simply re-generating a satisfactory result) instead of spending ages getting the perfect solution every time.