Team Infinite 8Bit Platformer

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Team Infinite 8Bit Platformer

by Chris McCormick :: Rate this Message:

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Hi PIGMIs,

I need your help to finish my game.

A couple of months ago I released a video of my game prototype, Infinite 8Bit
Platformer. Quite a few blogs posted about it and the hits on my own blog
jumped. Basically even with this very video of the very beta prototype, the
idea has legs. People like it, and want to play it.

<http://mccormick.cx/news/entries/infinite-8-bit-platformer>

Right now I have a TODO list with about 60 bugs and features, ranging from 5
minute things to reasonably challenging things. The problem is I am finishing
up a full time contract here in London and I am feeling a little burned out on
the Infinite 8Bit Platformer codebase.

The real secret is that I have realised that game development is not as much
fun on your own. I want to do this as part of a team. When I get back to Perth
in November I want to meet up with like minded people (you!), drink some
coffee/beer, and get excited together about getting Infinite 8Bit Platformer
finished and out onto the web. Then code like hell to make it happen.

What I'm looking for is a few Python + Pygame programmers to join me in
bringing the project to release in our spare time. I want to make a much bigger
splash than last time, with a completed game. For example, a couple of the
bigger blogs I was in contact with said that they would post something when the
game was further along. My initial target is to scale up to 1000 users on
release, but I think we can take it beyond that.

So there it is. If you're interested in being part of this, let me know, and
I'll email you about my future plans for the project and how we can move ahead.

Should be fun!

Chris.

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Re: Team Infinite 8Bit Platformer

by Scott Kerr :: Rate this Message:

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Hey, looks really cool!

I've worked with python & pygame in the past (been in a few pyweeks) and would be happy to give a hand with getting the idea back on track to being finished. With pygame teams I've worked in before I normally do graphics code and optimisation, so maybe I could help out with your framerate issues :)

Anyway, it'll be interesting to see how this goes.

2009/9/21 Chris McCormick <chris@...>
Hi PIGMIs,

I need your help to finish my game.

A couple of months ago I released a video of my game prototype, Infinite 8Bit
Platformer. Quite a few blogs posted about it and the hits on my own blog
jumped. Basically even with this very video of the very beta prototype, the
idea has legs. People like it, and want to play it.

<http://mccormick.cx/news/entries/infinite-8-bit-platformer>

Right now I have a TODO list with about 60 bugs and features, ranging from 5
minute things to reasonably challenging things. The problem is I am finishing
up a full time contract here in London and I am feeling a little burned out on
the Infinite 8Bit Platformer codebase.

The real secret is that I have realised that game development is not as much
fun on your own. I want to do this as part of a team. When I get back to Perth
in November I want to meet up with like minded people (you!), drink some
coffee/beer, and get excited together about getting Infinite 8Bit Platformer
finished and out onto the web. Then code like hell to make it happen.

What I'm looking for is a few Python + Pygame programmers to join me in
bringing the project to release in our spare time. I want to make a much bigger
splash than last time, with a completed game. For example, a couple of the
bigger blogs I was in contact with said that they would post something when the
game was further along. My initial target is to scale up to 1000 users on
release, but I think we can take it beyond that.

So there it is. If you're interested in being part of this, let me know, and
I'll email you about my future plans for the project and how we can move ahead.

Should be fun!

Chris.

-------------------
http://mccormick.cx

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Re: Team Infinite 8Bit Platformer

by Chris McCormick :: Rate this Message:

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Hi Scott,

Wonderful, the frame rate issues definately need looking at, and there is an
off-by-one bug in my graphics code somewhere which would be excellent for you
to look at. I will add you to the list of people and get back to you all off
the pigmi list. Thanks for your interest (and everyone else who has replied so
far too!)

Cheers, talk soon,

Chris.

On Mon, Sep 21, 2009 at 05:43:38PM +0800, Scott Kerr wrote:

> Hey, looks really cool!
>
> I've worked with python & pygame in the past (been in a few pyweeks) and
> would be happy to give a hand with getting the idea back on track to being
> finished. With pygame teams I've worked in before I normally do graphics
> code and optimisation, so maybe I could help out with your framerate issues
> :)
>
> Anyway, it'll be interesting to see how this goes.
>
> 2009/9/21 Chris McCormick <chris@...>
>
> > Hi PIGMIs,
> >
> > I need your help to finish my game.
> >
> > A couple of months ago I released a video of my game prototype, Infinite
> > 8Bit
> > Platformer. Quite a few blogs posted about it and the hits on my own blog
> > jumped. Basically even with this very video of the very beta prototype, the
> > idea has legs. People like it, and want to play it.
> >
> > <http://mccormick.cx/news/entries/infinite-8-bit-platformer>
> >
> > Right now I have a TODO list with about 60 bugs and features, ranging from
> > 5
> > minute things to reasonably challenging things. The problem is I am
> > finishing
> > up a full time contract here in London and I am feeling a little burned out
> > on
> > the Infinite 8Bit Platformer codebase.
> >
> > The real secret is that I have realised that game development is not as
> > much
> > fun on your own. I want to do this as part of a team. When I get back to
> > Perth
> > in November I want to meet up with like minded people (you!), drink some
> > coffee/beer, and get excited together about getting Infinite 8Bit
> > Platformer
> > finished and out onto the web. Then code like hell to make it happen.
> >
> > What I'm looking for is a few Python + Pygame programmers to join me in
> > bringing the project to release in our spare time. I want to make a much
> > bigger
> > splash than last time, with a completed game. For example, a couple of the
> > bigger blogs I was in contact with said that they would post something when
> > the
> > game was further along. My initial target is to scale up to 1000 users on
> > release, but I think we can take it beyond that.
> >
> > So there it is. If you're interested in being part of this, let me know,
> > and
> > I'll email you about my future plans for the project and how we can move
> > ahead.
> >
> > Should be fun!
> >
> > Chris.
> >
> > -------------------
> > http://mccormick.cx
> >
> > ---------------------------------------------------------------------
> > To unsubscribe, e-mail: pigmi-unsubscribe@...
> > For additional commands, e-mail: pigmi-help@...
> >
> >
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Re: Team Infinite 8Bit Platformer

by Avril Cox :: Rate this Message:

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Chris,

All the best with finishing this one, I can totally sympathize on the lone coder issue. :(

You mentioned reviews on some big blogs - I have a good contact at TIGsource who may be interested in picking up the story when the game is launched, drop me a line if you'd like to pursue.

Cheers,
Avril.
--
Reveries Virtual World
www.reveri.es


On Mon, Sep 21, 2009 at 5:16 AM, Chris McCormick <chris@...> wrote:
Hi PIGMIs,

I need your help to finish my game.

A couple of months ago I released a video of my game prototype, Infinite 8Bit
Platformer. Quite a few blogs posted about it and the hits on my own blog
jumped. Basically even with this very video of the very beta prototype, the
idea has legs. People like it, and want to play it.

<http://mccormick.cx/news/entries/infinite-8-bit-platformer>

Right now I have a TODO list with about 60 bugs and features, ranging from 5
minute things to reasonably challenging things. The problem is I am finishing
up a full time contract here in London and I am feeling a little burned out on
the Infinite 8Bit Platformer codebase.

The real secret is that I have realised that game development is not as much
fun on your own. I want to do this as part of a team. When I get back to Perth
in November I want to meet up with like minded people (you!), drink some
coffee/beer, and get excited together about getting Infinite 8Bit Platformer
finished and out onto the web. Then code like hell to make it happen.

What I'm looking for is a few Python + Pygame programmers to join me in
bringing the project to release in our spare time. I want to make a much bigger
splash than last time, with a completed game. For example, a couple of the
bigger blogs I was in contact with said that they would post something when the
game was further along. My initial target is to scale up to 1000 users on
release, but I think we can take it beyond that.

So there it is. If you're interested in being part of this, let me know, and
I'll email you about my future plans for the project and how we can move ahead.

Should be fun!

Chris.

-------------------
http://mccormick.cx

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Re: Team Infinite 8Bit Platformer

by cognition.sb :: Rate this Message:

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Hey Chris,

Looks cool. Works really well with the music.

What kind of anti-griefing measures will be in place?

The two main issues I'd expect are:
- Someone drawing an awesome asset/picture/whatever then another person
defacing it. Will there be a method of locking a drawing or something?
- Then if drawings are lockable, players could be drawn around and trapped.

It could be a really cool online hangout for pixel artists though, like
one of the many online painting programs but in game (and pixel) form!

Cheers,
S


Chris McCormick wrote:

> Hi PIGMIs,
>
> I need your help to finish my game.
>
> A couple of months ago I released a video of my game prototype, Infinite 8Bit
> Platformer. Quite a few blogs posted about it and the hits on my own blog
> jumped. Basically even with this very video of the very beta prototype, the
> idea has legs. People like it, and want to play it.
>
> <http://mccormick.cx/news/entries/infinite-8-bit-platformer>
>
> Right now I have a TODO list with about 60 bugs and features, ranging from 5
> minute things to reasonably challenging things. The problem is I am finishing
> up a full time contract here in London and I am feeling a little burned out on
> the Infinite 8Bit Platformer codebase.
>
> The real secret is that I have realised that game development is not as much
> fun on your own. I want to do this as part of a team. When I get back to Perth
> in November I want to meet up with like minded people (you!), drink some
> coffee/beer, and get excited together about getting Infinite 8Bit Platformer
> finished and out onto the web. Then code like hell to make it happen.
>
> What I'm looking for is a few Python + Pygame programmers to join me in
> bringing the project to release in our spare time. I want to make a much bigger
> splash than last time, with a completed game. For example, a couple of the
> bigger blogs I was in contact with said that they would post something when the
> game was further along. My initial target is to scale up to 1000 users on
> release, but I think we can take it beyond that.
>
> So there it is. If you're interested in being part of this, let me know, and
> I'll email you about my future plans for the project and how we can move ahead.
>
> Should be fun!
>
> Chris.
>
> -------------------
> http://mccormick.cx
>
> ---------------------------------------------------------------------
> To unsubscribe, e-mail: pigmi-unsubscribe@...
> For additional commands, e-mail: pigmi-help@...
>
>
>
>  

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Re: Team Infinite 8Bit Platformer

by AndyDent :: Rate this Message:

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On 23/09/2009, at 10:35 AM, Simon Boxer wrote:

> Hey Chris,
>
> Looks cool. Works really well with the music.
>
> What kind of anti-griefing measures will be in place?

Might be some useful lessons from Croquet?

http://www.opencroquet.org/index.php/Main_Page

Andy Dent - www.aussiedesignedsoftware.com
Freelance Designer-Developer - C++,  C#, Objective-C, Python,  
REALbasic, Ruby


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Re: Team Infinite 8Bit Platformer

by Chris McCormick :: Rate this Message:

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Hi Avril,

On Tue, Sep 22, 2009 at 05:51:31AM +0800, Avril Cox wrote:
> You mentioned reviews on some big blogs - I have a good contact at TIGsource
> who may be interested in picking up the story when the game is launched,
> drop me a line if you'd like to pursue.

Great, that is really cool, thanks for hte offer! Will probably be a couple of
months before we get this thing ready for launch but I will contact you again
then.

Chris.

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Re: Team Infinite 8Bit Platformer

by Chris McCormick :: Rate this Message:

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Hi Simon,

On Wed, Sep 23, 2009 at 10:35:32AM +0800, Simon Boxer wrote:
> Looks cool. Works really well with the music.
>
> What kind of anti-griefing measures will be in place?
>
> The two main issues I'd expect are:
> - Someone drawing an awesome asset/picture/whatever then another person  
> defacing it. Will there be a method of locking a drawing or something?
> - Then if drawings are lockable, players could be drawn around and trapped.

Basically I am going to iterate on this kind of thing until we get it right.
It's not really a concern for the first release though, since initially you
will only be able to edit levels which you create. In future, you won't be able
to be trapped because you can always just teleport to another level, just like
you can go to a different URL at any time in your browser. You will be able to
connect your portals to someone else's portal on their level, but they have to
connect back to you to complete the two way portal.

> It could be a really cool online hangout for pixel artists though, like  
> one of the many online painting programs but in game (and pixel) form!

I hope so!

Chris.

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Re: Team Infinite 8Bit Platformer

by Chris McCormick :: Rate this Message:

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On Wed, Sep 23, 2009 at 01:11:23PM +0800, Andy Dent wrote:

>
> On 23/09/2009, at 10:35 AM, Simon Boxer wrote:
>
>> Hey Chris,
>>
>> Looks cool. Works really well with the music.
>>
>> What kind of anti-griefing measures will be in place?
>
> Might be some useful lessons from Croquet?
>
> http://www.opencroquet.org/index.php/Main_Page

Looks cool, thanks for the tip.

Chris.

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Parent Message unknown Re: Team Infinite 8Bit Platformer

by Jon Hayward :: Rate this Message:

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Hrm,

Excellent concept and while it's been done before, another spin is always welcome.  
TBH it reminded me of Knytt Stories the most (http://nifflas.ni2.se/index.php?
main=02Knytt_Stories)

The strength of your toolset would be the defining feature, have you considered
including a simple music composition tool aswell?

Looking forward to seeing this finished!

ST~

On Wed Sep 23 16:24 , Chris McCormick <chris@...> sent:

>On Wed, Sep 23, 2009 at 01:11:23PM +0800, Andy Dent wrote:
>>
>> On 23/09/2009, at 10:35 AM, Simon Boxer wrote:
>>
>>> Hey Chris,
>>>
>>> Looks cool. Works really well with the music.
>>>
>>> What kind of anti-griefing measures will be in place?
>>
>> Might be some useful lessons from Croquet?
>>
>> http://www.opencroquet.org/index.php/Main_Page
>
>Looks cool, thanks for the tip.
>
>Chris.
>
>-------------------
>http://mccormick.cx
>
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>



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Re: Team Infinite 8Bit Platformer

by Chris McCormick :: Rate this Message:

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Hi Jon,

On Wed, Sep 23, 2009 at 04:34:43PM +0800, Jon Hayward wrote:
> Excellent concept and while it's been done before, another spin is always welcome.  
> TBH it reminded me of Knytt Stories the most (http://nifflas.ni2.se/index.php?
> main=02Knytt_Stories)

I played one of Nifflas' games (I think it was Within A Deep Forest) and I am a
big fan. He creates really awesome moods and the graphics are just wonderful.
Do any of his games feature multiplayer or in-game level/graphics editing?

> The strength of your toolset would be the defining feature, have you considered
> including a simple music composition tool aswell?

I thought about integrating sfxr at some point in the future, but for now music
will be creative commons chip-tune stuff. I think putting a full tracker in
there would be a bit bloaty. The main aim is to make the game social, explory,
and fun.

> Looking forward to seeing this finished!

Me too. It still has a long way to go but we'll get there.

Chris.

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