Archive for the ‘Game Design’ Category

AI War 2 Random Working Notes Video Roundup – Circa January 19th

Chris here!  Okay, so this is a whole lot of random stuff from the last month, and these are some of our internal videos that I did a quick vetting of and figured were safe to release for those people who might be interested in them. These are all unlisted on our youtube channel, to […]

SPACE ARCHAEOLOGIST tier live, OST now available in select tiers, and 10% funded in 30 hours!

Wow what a whirlwind of a few days!  If I haven’t responded to your message yet, I really apologize and will do so as soon as possible.  I’m caught up on the kickstarter messages and comments themselves, but I’m behind on Steam and the Arcen forums. Funding Is Starting Strong! Our kickstarter for AI War […]

AI War II – Far Zoom First Look

Lots of stuff has been happening on the AI War II forums in general, and a lot of news in the dev diary section in particular.  Once the kickstarter for the game launches — later this week — we’ll be sharing more through our blog and social media.  It’s been an intensive process so far […]

AI War II Art Diary: Player Base concept work.

Here’s a new look at whats under development art-wise for AI War II. I’m been tasked to create a high-definition model of the player base ship. With 3D modeling, it’s not usually so simple as to jump into the program and get to work. Lot of times you need a thought process to kick it […]

AI War II: Design Document First Unveiling Is Now!

This is only the beginning.  The first 36 pages of the AI War II design document are in place.  I’m sure that folks on the forums will have a lot of commentary already about this.  I’m going to be out over the weekend, just to warn you, but I wanted to leave this with you […]

Time for some straight talk: Release Raptor is being pulled and refunded.

First up: as promised, Alpha 16 is now out.  This includes fixes, improved and extended AI, a new robot, and a minimap. In A Nutshell, What’s Up? I’m going to give all the customers of In Case of Emergency, Release Raptor a full refund and let them keep the game, then take the game off sale.  The […]

August 22nd release and Arcen AMA.

First of all, I want to do a shout-out to the reddit AMA that we did yesterday.  We’re still answering questions in there some, even though the AMA is technically over. I am going to be traveling this afternoon and over the weekend, so will be responding less (if at all) during that time.  However, […]

Volumetric Lights And Custom Frustrum Culling

What!?  Shouldn’t this post be about procedural generation or new robots? ;)  That stuff is coming, don’t worry.  As you can see in the release notes, a lot of work has been done on that.  But in the meantime I did want to do a release with a few other things in it. Volumetric Lighting […]

“Release Raptor” Steam store (coming soon, anyway) is a go!

We now have our Steam store page live for “In Case of Emergency, Release Raptor.” What is this game? In short: you get to pretend to be a raptor, but in computer game form instead of just walking on your toes at home. (Or was that just me? I’m afraid I have to admit I […]

Raptor Dev Diary #3: More Audio And Video

Oi, Raptor!  Been four business days since we saw you — what’s new? The short list of new stuff shown in this video: Improved post-processing visual effects. Improved raptor skin. Completely re-rigged and freshly animated raptor. A couple of glitches there, though, most notably in the walk animation. Completely new sound system based on SECTR […]

Raptor Dev Diary #2: Thar Be Dinos Behind That Longwinded Man

First video of any of the parts of the game in action!  Bear in mind this is circa alpha 0.1, a private build.  The video should make that pretty clear, though.  I wound up talking about a TON of stuff with the project in general, and unity development as a whole as well, instead of […]

Stars Beyond Reach: Release Date Now 2016, and Tales of Woe Part 3 of 3

First up the good news.  You may recall that we were doing  a series of visual shorts set in the world of Stars Beyond Reach.  Well, the final part of that is now here! Since it’s been a while, here are all three parts of the video in one series: “Tales of Woe” is a […]

Interview with SpaceSector about Stars Beyond Reach!

Interview with Arcen Games, By Edward Varfalvy This was a great Q&A with Edward about the game — he asks some really great questions that get at not just what the game is, but what the motivations were behind it.  Some of the questions get at future intent as the current beta progresses, as well, […]

Podcast with eXplorminate about Stars Beyond Reach!

StraX #17 – Interview with Arcen Games Rob and Nate speak with founder of Arcen Games, Chris Park, about their upcoming 4X hybrid, Stars Beyond Reach. They learn about how the game plays, what their time line is for release, hints about the story connection between SBR and AI War and The Last Federation and […]

Stars Beyond Reach: What we’re working on, plus spotlight on the Zenith aliens.

Apologies again for my slowness regarding Stars Beyond Reach updates at the moment.  I’ve been active in the forums since this project answering questions here and there if you haven’t been there.  But carving out the time for organized posts sometimes is a bit tricky. The last week or so has seen Keith working like crazy on implementing […]

No Multiplayer For Stars Beyond Reach.

Some things that I’ve been thinking about regarding Stars Beyond Reach, adapted from an email I originally sent to Keith. In my testing at the moment, despite all the early-alpha things that either Keith or I need to fix up before we bring in more players (ETA still hopefully the start of March), I’m finding […]

Hey, the Arcen wiki is now open for all to edit!

 Well hello!  I’ll have more information on Stars Beyond Reach later in the week.  But for the moment, I wanted to give a quick important announcement about our wiki.  Previously it was invite-only, and mainly edited by staff.  Consequently it was often out of date. Now it’s open to anyone to edit, although you do […]

For shame! No cookie for Chris, lots of Stars Beyond Reach screenshots for you.

Are you kidding me, self?  It’s really been since December 4th that you last posted an update? Sorry about that, me.  I, uh, have been really busy.  First of all, we’ve been working like crazy on the game itself.  Plus some other fun stuff related to the game.  And, you know, Christmas and New Years. […]

Who says dead bodies and smog can’t be fun? (Stars Beyond Reach Teaser)

Keith and I were emailing back and forth about some of the design specs for the internal Stars Beyond Reach prototype that we’re working toward having done in the next week-ish. Cemeteries and crematoriums have been a part of the roster of buildings since way back, and I had the design for them in my […]

A note about “no units” in Stars Beyond Reach.

A bit ago, I announced Stars Beyond Reach, which you can read a lot more about at that link. The very-short explanation is that this is Arcen’s first true 4X title: think Civilization meets SimCity meets AI War meets New Stuff.  More recently, I posted some updated screenshots and some portraits of some of the […]

Let’s Play The Last Federation: Delivering Spacefaring Tech 2.0

Delivering spacefaring tech has recently seen a large update, and this video is a brief LP for The Last Federation that shows off missions and how to go about navigating them.  It also shows off a number of mistakes and how to avoid making those mistakes hurt more than they have to. Enjoy!

Sneak Peek At 5 Leaders In Stars Beyond Reach (Plus A Couple Of Screenshots)

New details for you, and some new art! A bit more than a week ago, I announced Stars Beyond Reach, which you can read a lot more about at that link.  The very-short explanation is that this is Arcen’s first true 4X title: think Civilization meets SimCity meets AI War meets New Stuff. A much […]

Announcing “Stars Beyond Reach,” a new 4x coming in April/May 2015.

It is with great pleasure that I formally announce this next game.  Finally, Arcen is doing a true 4x!  People have been suggesting that we do this for years, and I’ve wanted to, but I wasn’t really ready yet.  Even so, bits and pieces of 4x infuse a lot of our games, particularly AI War […]

Podcast: Curating Games and Open Ended Development

This week I went on the excellent Perceptive Podcast once again, which is always a pleasure.  This time we discussed a variety of things: Open-ended development and how that differs from traditional linear game development. Why I think the new Curator system on Steam is the bee’s knees, and why I hope other stores do […]

Review games on Steam that you love — or hate. “Results are determined by those who show up.”

Well, the new steam storefront is very interesting, and I think it’s a breath of fresh air.  For a lot of reasons.  It gives a lot more power to recommendations and peers and even news outlets.  This new curators thing is going to be awesome, I’ve wanted them to add something like this for years. […]

Free tool for game developers: Random Game Title Generator (with source code)

Bear with me, because this is going to sound strange.  First, let’s get the premise out of the way: naming games is hard, and it’s also incredibly important. Why is it so important?  Well, take the following screenshot of Steam: Unless you have banner rotation featuring, this is ALL people see of your game.  Even […]

Technical Notes: (Finally) Sprite Batching in our Graphics Pipeline

The really big update in the current version of The Last Federation is anew sprite batching system — and this is something that is going to be making its way into our other games soon, too.  This is a performance improvement that I have been putting off since 2010, and arguably since 2002.  I first […]

Welp, Apparently I Can Retire Now

Not really, and certainly not financially.  But apparently we’ve hit a point where My Work Here Is Done. Let me explain.  Ever since I was introduced to Boatmurdered, which is an epic LP (Let’s Play) for Dwarf Fortress, I’ve wanted to create a game that could inspire something similar.  To me, Boatmurdered is one of […]