Betaaa! We're live baby!

We finally got the beta up on Steam! CELEBRATE! Wooh. If you want to get in on the action you can still preorder the game and get an instant beta key for the PC Steam version over at Kickstarter.

We'll be opening up the beta later on as well, if you prefer to wait!

Time for some bug hunting, awww yeah.

Help us pwn you on Kickstarter!

We're getting closer to our launch date (September for Steam and December for Wii U). If you're interested in pre-ordering you can do so via Kickstarter

http://www.kickstarter.com/projects/1564776348/the-hardest-platformer-ever

Or if you just want to help out, that would be pretty sweet too! We're trying to fund raise a bit to help pay our artists and animators for the last stretch of development.

Cheers!

Help us name our nameless game!

Holy moley!

3 years of development and we're still fighting each other like starved wilderbeasts over what the game should be called. Help us end this insanity! Which of these names is most awesome-est?

How to make a game in 3 years

This sums up our experience and advice working on our first game.

Sweet article at Rock, Paper, Shotgun

The good chaps over at Rock, Paper, Shotgun have written up a pretty sharp piece about Cloudbery. Check it out here.

Nostalgia

Today I got to thinking about digital distribution and it’s effect on the game industry. My stock response is that it’s fantasitc. It’s the very reason little studios like us can have a shot at a console release.

But then I had a sudden flashback to a childhood memory. I had just gotten Diablo for Christmas and I was reading through the manual, ogling the awesome art and probably getting a little high off the fumes from fresh ink. Looking at the box art had me even more excited.

The memory made me a little sad that Cloudberry would never be honored by such fanfare.

Now, sure, that sweet manual smell was probably killing brain cells. And it’s not like I ever put the CDs back in the right boxes. But damn it, that doesn’t mean I can’t reminisce and irrationally pretend life was way better back when I was just a kid. And it sure as hell won’t stop me from wasting good money paying our artist Anders to draw up some box art!

Behold!




Rockwheel!

I’ve been coding up various macro objects recently. Rather than have the random generator place obstacles willy-nilly wherever it wants, I provide a template to guide the algorithm into constructing cool patterns. The results strike a nice balance between the spontaneity of total randomness and the uniqueness of handcrafted designs. Check out the rockwheel below!



Posted in The Algorithm | 1 Comment

Wheelie!

I stumbled home last night in a bit of a stupor, craving some new Cloudberry levels. As the developer of the game, well… I’ve already seen everything. What to do? Get to work!

With about 20 minutes of haphazard coding, Wheelie was born, and I was ready for the random level generator to take my creation and run with it! The algorithm automatically figures out how to use a hero’s motion and physics to create interesting levels.

After having my face stomped by a few inane wheelie levels, I called it a night and passed out a happy camper. Here’s a video of the computer AI showing me how it’s done.



Posted in The Algorithm | 2 Comments

Rocketman!

One of the tricky parts of coding Cloudberry Kingdom is ensuring that the random level generator always creates a level that’s possible to beat. What’s even trickier, though, is simultaneously making the level as hard as possible.

One hero type in the game is Rocketman, who uses a jetpack to execute very long jumps. This week I’ve been training the random level generator to craft levels that require the full limit of Rocketman’s jump abilities.

How do you place moving blocks and flying blobs so that they are just barely in reach after a long jetpack maneuver? Here’s a test run showing off one generated level.



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Still kicking

We’ve been keeping a pretty low profile the last 9 months or so. No, we haven’t died. But yes, we do have day jobs that require putting shirts on (how do people program in these things?) Progress is ever onward though. In the next few months we’ll be revamping the website and releasing lots of sexy new media (aka insane videos), hopefully to wet your appetite for a 2010 fall release. Hoozah!

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DBP Top 10!

That’s right, our shirtless programming payed off. After multiple months of slaving away without sleep, food, shelter, or daily hygiene our work was worthy of the 10th overall spot in the 2009 Dream Build Play Competition. With 350+ total submissions, I would say #10 is not half bad.

Here are a few links to the results:
http://www.dreambuildplay.com/main/Top20.aspx (alphabetical)
http://xona.com/2009/09/05.html (in order)

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Yesssssssss!

Just got the final build of the game submitted to Microsoft for the Dream Build Play competition. Today was pretty hairy, with a lot of last minute changes to the code to squeak out some optimization, but it seems to be worth it. The game is actually lag free on Masochistic for the first time! And no crashes!

Sweet action!

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Exterminator!

After a long night of blood letting I finally fixed the last major bug in Cloudberry Kingdom! Thank you CLR profiler!

To celebrate, I’m taking a 30 second break to write this blog post.

Posted in Personal excitement | 1 Comment

A website makes me feel legitimate!

We’re live!

Right now we’re in the process of getting the website up and running, and apparently we have done just that. Our game is currently in the works for the Dream Build Play 09 competition, and we are rapidly approaching the deadline.  Our entry is a platformer designed to actually challenge you. I know, crazy concept.

Over the years we have become overwhelmed with nostalgia for old school games that provide a real challenge. Nowadays the graphics are all that is emphasized (gross generalization, shhh!), and the game suffers because of it. Well no more! This is the beginning of a new era! (for us). Our game is all about skill. We’ll get some more videos and screenshots up soon to let you see what it’s all about.

Posted in News | 3 Comments