Kevalier

About

Username
Kevalier
Joined
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183
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Administrator, Moderator
Points
179
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12
Website
www.kevintoddcreative.com
Steam ID
Kevalier
PSN ID
SirKevalier
Gamertag [Microsoft/Xbox]
TG Spotter

Featured Badges

  • We're going to PAX Prime as #NINDIES!

    The response looks incredible, you guys. Congratulations to the whole team.
    Burgy
  • Hive Threat System, New Environments, Public Forums, and more playtesting!

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    Attention Jumpers!

    Intel is being sent down from orbit: here's what we've been up to in July!

    • New Mechanic: Hive Threat system responds to Jumper invasion!
    • New Footage: Friday playtesting streams on most recent builds!
    • Updated Environments: Lava and ice levels are coming back!
    • New Forums: The Hive Jump community forums are open to all!
    This month's theme is one of feedback both from bugs and about bugs! Strap in and see the hives start to react to the players dynamically and Friday broadcasts of the team playtesting recent builds.

    It's Quiet... Too Quiet..

    The new Hive Threat system is something our programmer Andrew has been working into the most recent build. Until now, all the gameplay has been at a predetermined pace. Only so many bugs would spawn and all levels of the hives were similar in difficulty.

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    In the new system, aliens in the hive react to the actions of the players. For instance, destroying eggs and bug spawners will increase alien presence as they try to counter the Jumper threat. If Jumpers die, the aliens perceive that as a decrease in threat, and so their presence decreases.

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    The Hive Threat system is a big step toward being able to balance the game for hives of different depths and more difficult hives as the campaign progresses. Not only will hives get harder as you go deeper in them, but their environment will also change!

    Updated Lava and Ice Caverns!

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    The crystal caverns within Ordovician hives are cultivated as an energy source by the aliens. The crystals within these tunnels are constructed by alien drones from the gooey bio-organic material they secrete, and serve as a power source for alien interstellar travel.

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    The ice caverns within Ordovician hives are used primarily for cold-storage of large quantities of unhatched alien eggs. These eggs remain in cold-storage until a swarm is called upon by the queen to colonize a new territory or defend the hive from intruders.

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    Ordovician hives make us of underground magma in three ways. These hot sections of the hive are used to quickly hatch eggs from cold-storage, to temper the carapaces and bladed claws of the warrior class, as well as ventilate the hive and keep it warm despite conditions on the planet's surface.

    Friday Streams!

    Whenever we have a stable build to share, we are going to be sharing it with the community via Twitch! Follow the Hive Jump Twitter and hop on the forums for announcements as to when we will host them. They're usually on Fridays at 3pm CST. Here's the video from our last broadcast!


    Things get a bit rowdy in the office when we discover the potential in friendly fire.

    Community Forums are Public!

    The Hive Jump official community forums are now open for public registration to all users! 

    Kickstarter Community Spotlight: XO and Nova Blitz!

    Nova Blitz TCG is a project we were able to see at PAX. This real time trading card game rewards intelligence, bluffing, and quick thinking. This game turns the genre on its head with quick matches and a design driven by the community. Hop on over to their Kickstarter page and consider giving them the push they need to make the project a reality!

    XO is a retro sci-fi fleet fighter incorporating two-dimensional Newtonian physics. This project has gotten a huge thumbs up from Square Enix who helped them organize their campaign. The game looks like it has a lot of potential, so follow the link and see if you're as interested as we are!
    Burgy
  • Off Topic Suggestion

    I made it a thing.
    BurgyJirrian
  • Are video games just broken toys?

    I think it's unfair to hold video game developers (or any software development) to the same expectations as manufacturers. A car is a car and you can call it finished when it runs and doesn't explode. Rubber always acts like rubber and steel always acts like steel. There are some consistencies and laws, and these are refined and perfected in today's machines and manufacturing processes. The extra features of a car are planned, chosen, and then made and released. Then car manufacturers make another one for next year and try to improve it because last year's model tended to have transmission problems after 70k miles, for example.

    Same goes for toys. The franchises and the brands may be different, but chances are that the same veterans in manufacturing, design, or marketing are developing them all, and improving their newer products based on their experiences developing the old stuff. So you might not get "Transformer action figures 1.2 update", but you'll get Hasbro's newest product line, the process improved and refined after mistakes from the last brand that tanked, made by the same experienced team.

    From a production and manufacturing standpoint, video games are software. They have infinite complications and solutions that can be done one way or another depending on the team's experience, preference, or plans for the "product." It's developed using several (often conflicting) languages of logic and the tools are constantly developing and advancing. The game engine changes every year and the abstract way we tell computers to process a hyper fast on and off switch continues to develop into tons of different coding languages. New hardware will come out and we will have to rebuild the software in ways we never anticipated.

    It's a big ball of wibbly wobbly gamey wamey stuff that is always changing, and not necessarily always for the better. In software development there's a TON of taking two steps back to take three steps forward in a different direction when you realize that you didn't speculate a problem would arise. It's far too complex to expect a flawless product, especially when you add user error, hardware diversity, human psychology, and collaboration between a number of people all on their own little life journeys with different focuses and yada yada.

    If you watch the stream from Friday? Hive Jump is pretty broken right now. But damn is it fun. That's the objective. And we will always try to make it more fun, and that means fixing bugs when they're not fun and sometimes leaving them in when they are. A lot of my favorite games are some of the most atrociously broken and poorly structured programs on the market. But that's okay because they're fun, and expecting perfection will leave you disappointed until the day you die.

    TL;DR: No, games aren't broken toys. They are fun machines that have millions of moving gears, and you can't just take one gear and put in two different ones to make it better. You've got to restructure the whole system. And yes, I think they're art, because it involves using creativity to solve problems in its creation and they will either deliver a conceptual or emotional effect on an audience. That's a broad definition of art, but I've seen people packing boxes that have made it into an artform, and I'm not going to leave that skill unrecognized, and that's coming from a hoity toity art university kid xD
    Burgy
  • BACKERS: Read this!

    *hacker voice* Backer status granted.
    MattDonatelli