t Wondee now, while the endless supplies last
Wondee has shipped and is now available for Windows and Mac on the itch.io game store. There is also a free demo! Give it a try and support your friendly local independent video game makers.
Thanks go out to the Indie Game Riot crew for featuring Wondee on their fantastic 3 day live streamed event, Indie Revolution Expo 2016.
Thanks to Memige and Epic Tavern for taking a look at Wondee on their Twitch stream! You can check that out here https://secure.twitch.tv/epictavern/v/78024821?t=04m02s
Check out their game Epic Tavern on Steam
The first management-RPG where you rule the land from your Tavern. Recruit heroes, send them on quests, reap the rewards!
"This looks like Halcyon meets Pac-Man meets Race the Sun" - Rami
Well known indie developer Rami hosts a live call in stream on Twitch called "Call Me Ismail". People can Skype him and talk about games or whatever they'd like. Rami and I had a 20 minute discussion about Wondee, game vocabulary, and tweening all the things.
One performance goal for Wondee is to run well on fairly old PCs and to run at ~120 FPS on a decent middle range PC. Specifically, to run at 144 FPS on my 6 year old development PC with a 2.5 year old video card and 144Hz monitor, and to run at 60 FPS with minimum settings on my 10 old PC and 8 year old laptop.
You'd think that using simple low poly objects and a fairly simple background would make this an easy task. What I found was that poly count isn't that big of a deal. Video cards these days can handle a LOT of polys without breaking a sweat. The bottle necks come from what's known as a 'draw call' and in my case a 'fill rate' limitation.
Well to make a long story short, I was able to reduce the draw calls from ~500 to ~150 and to improve the fill rate limitations of the fancy background using off-screen particles.
Wondee is running very well now, meeting my performance goals. Yay! 40-60 FPS at full settings on a 10 year old PC was even better than I expected, and being able to run at min settings on a crusty non-gaming laptop is pretty cool. Next stop, mobile performance...
Friday Feb. 12, 2016 at noon PT, 2PM CT.
The show is also archived on Twitch, so if you missed it you can still go there and watch it later.
William Chyr is a game developer for Manifold Garden. It looks like this.
William streams several times a week on Twitch about game development. On Fridays he invites a developer onto the show, live, and reviews their game with them. Past shows have included games like Pavilion, Induction, and Memory of a Broken Dimension.
This Friday Wondee will be the subject. Tune in and find out what the heck was I thinking?
It's official. Wondee is now up on Steam's Greenlight game submission system. Please vote for Wondee so that it will be approved for sale on Steam when it is released. If Wondee doesn't get enough votes I can't sell it on Steam, which would be a bummer.
The Wondee page has links to the playable demo for Windows and Mac OSX.
Thanks so much for your support!
I'm making my game Wondee using Unity, a game development engine. The Unity company also has a web site that features game developers that use their engine and Longsword Studios just got approved to be on their site.
Check it out!
If you thought Pointies were tough to deal with, well wait until you see the new Mega Pointy!
In alpha build 32 I have created a new enemy, the Mega Pointy, or just Mega. Megas cannot be bumped and do not fall off the Line when near an explosion. They also move faster than normal Pointies. They are basically a moving obstacle to be avoided, or if you're careful Wondee can pop over them. They stay the same dark red color when Wondee is powered up to indicate that they cannot be bumped. They do not charge the way Pointies do, which is indicated by their lack of "teeth".
Megas do not appear in the Easy (bottom) difficulty level, and appear more often in the Hard (top) difficulty.