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Author Topic: Blastaway, a new game for AmigaOS 4 (?)  (Read 17039 times)

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Offline saimoTopic starter

Blastaway, a new game for AmigaOS 4 (?)
« on: July 22, 2019, 10:33:04 AM »
Since the middle of May I've been working on a new game called Blastaway. It isn't finished yet, but it's playable.
Ideally, I would have loved to make it for AGA Amigas, but, instead, the target platform I chose was... Windows (!) Last week, I thought I could make it available for AmigaOS 4, too. So, I ported it and on friday I made an AmigaOS 4 build publicly available.
More about the platforms later: let's look at the game itself, first.

Blastaway will be (hopefully) a highly playable and entertaining arena shooter, gameplay-wise heavily and shamelessly inspired to Wizard of Wor and graphically somewhat inspired to The Chaos Engine.
Looking at the latest video preview will let you immediately understand what it is all about: https://www.youtube.com/watch?v=O4U02xatwAg
You can try the game yourself anytime by downloading the latest build from the game's page (it will redirect you to https://retream.itch.io/blastaway, as itch.io is where I'm currently keeping all of my games).

At the moment there is only 1 stage (i.e. world) with its 10 arenas (i.e. levels), but the final game is planned to have 5 stages, for a total of 50 arenas. I have a few more points in my to-do list, but the core of the game is complete.
I'm releasing new builds frequently, so, if you're interested, keep an eye on the page and/or follow the public devlog on the same page or Twitter, LinkedIn, Patreon, TIGForums, YouTube. Whenever possible, I'll provide updates also in this thread.

Now back to the target platforms. There's a long story behind, and I'm going to be totally open about it. I'll try to keep it as short as possible, but still it will unavoidably turn out lengthy. Please bear with me.

I wrote that, ideally, I'd be making Blastaway for AGA Amigas: in fact, that would be the most self-rewarding experience, as I just adore programming the oldschool systems of my childhood/youth - the Amiga and the C64 - and doing that the oldschool way (i.e. direct hardware hitting). Moreover, I've developed a lot on the Amiga, but I have released too little, so my urge to make games for it is boosted further by the motivation of making more stuff of mine available for that machine. And then, I have a number of projects/engines waiting to be used, and I'm really afraid that I'll never have time to do anything with them. Those are the reasons that, less than two years ago, pushed me to return, after years of work on PC (in a general sense) and C64 games, to the classic Amiga and make SkillGrid.
Thus, the fact that I chose to target Windows is quite surprising, isn't it? And there's also another surprising aspect: while my other games are designed to bring innovation, be unlike anything else, and be based on rich and unusual mechanics (that often require massive and detailed manuals), Blastaway is familiar and straightforward, and I'm trying hard to refrain from adding the many gameplay features that my thirst for originality and depth suggests.
The reason for such a sharp (and tormented) turn is simple: I needed to reach the widest audience possible. I've been making anti-mainstream games, some of which for niche platforms (you know which), for a long time, but now I'm in a situation where I really needed to reach lots of people. So, I decided to go more mainstream. Sure, I'd better make real mainstream games, but my heart isn't there and I can't program a single line of code without heart (which is also why I'm not a developer by trade); also, I'm good only at making oldschool games, so Blastaway just had to be retro. Of course, this automatically means reducing the potential audience, but - hey - there are limits to what I can do. Also, the same limits are what rule out mobile platforms and consoles: I just can't find the words to explain how sick I feel at having to learn other platforms/systems/languages; I'm no geek, I'm not interested in technology per se, and I just feel like going crazy when working on systems which are alien to me (especially for projects that aren't my own). It's already a miracle I managed to build my own little, isolated world on top of C and SDL back in 2004, which is what allowed me to make games for PC like BOH, Huenison, KOG - and now Blastaway.

So, why do I need to reach a wide audience?
In the middle of 2016 I quit my job and returned to Italy to offer support to my seriously ill father and my mother. Returning to such country (and, in particular, the south part of it) automatically meant one thing: being unemployed or enslaved. I've had interviews, went through job selections, worked briefly for a certain company... all indecent, unspeakable experiences. Seeing how there's one thing that, even in this place, seemed to flourish, I decided to become a professional pizza maker. I've followed an expensive course and toured around making pizzas for about a year and a half; unfortunately, even this occupation fell in the category "slavery", so I quit. I've also written a book and looked for a publisher, but since in this rotten country publishers ask you money to publish a book (they run their companies with the authors' capital... now that's a smart business model!), I could only find a very small publisher willing to publish the book without getting paid: the book was indeed published, but the fact that the publisher was so small also meant that the book remained unknown (on top of that, I didn't get support from the people who had told me they'd help me with promoting the book). Basically, for about three years my only income was the little money that comes from my games, which is just pocket money (to give you an idea, just think that the all-time gross revenue of all my games on itch.io is a miserable $1389.84 USD). Basically, the only thing that allowed me to go on was that I was again at my parents' place: they gave me food to eat and a bed to sleep in - and, let's not forget it, the electricity to make my games.
(At least, my unemployment had the positive side of leaving me plenty of time to work on my projects: in fact, I have updated and re-released all my games, published the special physical editions of BOH and Huenison, had the heavily-expanded version of MAH published on cartridge and floppy, and even created SkillGrid from the scratch and have it published on CD and floppies.)
On May 5th a radical change happened: my father died (after years of ever-increasing physical/psychological/spiritual pain). Therefore, I could finally leave (for the third time) this devastated country and build a present and a future for myself somewhere else. Well, not really: I just couldn't leave my mother alone all of a sudden! I decided to stay a few more months so that she could deal with the loss more easily, and also to assist her with the burden of the bureaucratic matters. But then another thought came: I'd be far away just when she would need me most, that is, during the last part of her life. That will be hard for both, although she can't wait to see me begin to live again and will support any decision I'll take. I told myself: OK, for once, don't make the game you want, but the game that people want! As unlikely as it can be - who knows - maybe this time around you'll achieve a significant commercial success and be able to stay. Well aware of how nearly impossible that is, especially with an indie game of my kind, still I had a few months to give it a try: so, I (sadly) put aside my classic Amiga and C64 projects and started Blastaway. And not just that: to obtain the maximum visibility, as mentioned already, I also started keeping a frequently updated devlog, releasing pictures, videos, and builds, using the variety of channels listed above (plus Facebook, which I have recently gotten rid of due to personal data abuse). All that promotional activity requires a lot of work, which I honestly don't enjoy and I'd rather dedicate to the game itself. Finally, I never said that the game would be commercial: I haven't taken a decision yet, and actually one of the options was - and still is - that the game remains free, to really reach as many gamers as possible (in that case, what I'd earn is publicity, sales of my other games, and a chance to be noticed by some important player in the game industry).

Did I succeed? The answer is a big fat NO. In 64 days, Blastway had only 334 views and 60 downloads (and that's including multiple visits and downloads by who is somewhat interested in the game). There's only one word for this: failure.
I know it's going to be unpleasant to hear, but since I'm being 100% honest, I can't hide that such failure is the reason why the idea of making an AmigaOS 4 port came: I thought that I could get support from a small community that knows me already and that wants new software. By "support" I don't mean "sales", because, as said, the game might stay free and because the community is too small anyway, but the community might help a lot with spreading the word and attracting people outside of it, and also provide ideas regarding how to promote the game and reach others in the rest of the world.
That said, of course, giving the AmigaOS 4 community another game is an additional pleasure for me.

In conclusion: hey, I'm making a new game for AmigaOS 4, are you interested in it and would you help me let the rest of the world know about it? Please let me hear your comments and ideas, both about the game and about how to promote it, and let other people know!

Of course, you don't have to give support, nor must you necessarily like the game. If the game fails to generate enough interest in the community, I'll just acknowledge it and drop the AmigaOS 4 version.
Anyway, I'll do my best to get the game finished: it's something I personally and strongly want, even if nobody ever played it. I don't know how long it will take, and I'm afraid there will be soon major delays as I'll start looking for a job abroad at the beginning of August, but I really want to get it done (just like it happened to Huenison: I had started it when I was in Italy, then moved abroad three months later, and eventually finished and released it).

Finally, a few notes:
 * I chose AmigaOS 4 because, quite simply, that's the only NG system I've ever had;
 * please don't ask for ports to other systems: I can't take that burden (supporting two platforms is already demanding, and with BOH I've learned that increasing the number of supported systems beyond two is insane);
 * please don't offer to make ports for other systems: also that, for several reasons, takes time and energies;
 * please don't be offended if I don't answer to requests/observations about ports: I can't afford to get involved in conversations about something that isn't going to happen anyway;
 * if you have a non-IT job for me in a Nordic country, please let me know!
« Last Edit: October 19, 2019, 02:13:50 PM by saimo »
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Offline TribbleSmasher

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #1 on: July 22, 2019, 03:38:54 PM »
This is looking really promising, i like the idea. :D

Regarding success with game developement:
These days you must have many contacts/followers or huge amount of cash to get the advertisement rolling, unfortunately.

Indiegames are so plentiful now it became harder every year to stay visible.
Look what happened to Tower57, that is an awesome game and still failed to become commercially successful. :(

Anyway i wish you all the best.
 

Offline saimoTopic starter

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #2 on: July 22, 2019, 04:44:30 PM »
This is looking really promising, i like the idea. :D

Thanks!

Quote
Regarding success with game developement:
These days you must have many contacts/followers or huge amount of cash to get the advertisement rolling, unfortunately.

Indiegames are so plentiful now it became harder every year to stay visible.

Absolutely - and sadly - true.

Quote
Look what happened to Tower57, that is an awesome game and still failed to become commercially successful. :(

What? I'd be surprised if it were so: it got more than fully funded on Kickstarter, then it found a publisher, it's available on GOG, Steam, HumbleBundle, who knows where else, and even for AmigaOS 4. To me it looks like a perfectly successful project (and it definitely deserved success).
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Offline klx300r

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Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #3 on: July 22, 2019, 06:55:55 PM »
@saimo

what a great surprise Simone !!!  

a BIG YES please count me in even for a phyical release as well if that happens...as you know already I'm sorry to hear about your recent struggles but keep strong and keep doing what you love and supporting your mother as much as you can

to all fellow my fellow amigans please consider donating anything you can afford to Simone's Patreon page:

https://www.patreon.com/RETREAM/overview
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Offline TribbleSmasher

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #4 on: July 22, 2019, 07:02:45 PM »

Quote
Look what happened to Tower57, that is an awesome game and still failed to become commercially successful. :(

What? I'd be surprised if it were so: it got more than fully funded on Kickstarter, then it found a publisher, it's available on GOG, Steam, HumbleBundle, who knows where else, and even for AmigaOS 4. To me it looks like a perfectly successful project (and it definitely deserved success).
Sadly, as they were two people to pay, the money that came in was not enough:
Quote
The game has performed decently enough to help me  work on the aforementioned patches and fixes.

Unfortunately, Tower 57  did not perform good enough in the long term to allow me to create the  boxed version of the game. I sincerely apologize for this situation. I  have tried as hard and as long as I could to  keep this campaign promise, but with the game's revenue dwindling I was  forced to look for a more "traditional" job in order to start repaying  the personal debt I have accumulated throughout the development of the game.
https://www.kickstarter.com/projects/514621648/tower-57/posts/2414486
 

Offline saimoTopic starter

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #5 on: July 22, 2019, 07:56:36 PM »
@F1Lupo

I'm deeply grateful to you for your neverending enthusiasm and support :)


@TribbleSmasher

OK, thanks for the clarification.
Well, it looks more like a planning mistake than an unsuccessful commercialization. I hope that over time the game will sell more.
« Last Edit: July 22, 2019, 07:58:54 PM by saimo »
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline TribbleSmasher

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #6 on: July 22, 2019, 08:18:36 PM »
The point is, even with a really brilliant game you might not sell enough to make a living.
 
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Offline Erol

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #7 on: July 22, 2019, 08:41:30 PM »
Both games have very detailed creative passion,  you made them look very interesting, have you ever thought of a kikstarter game launch?  would help with funding.   I hope and wish you success with your new game.  I will eagerly await An full release on the Amiga platforms (AGA and AOS4)
 

Offline saimoTopic starter

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #8 on: July 22, 2019, 09:50:36 PM »
The point is, even with a really brilliant game you might not sell enough to make a living.

Yes, sure. Also the opposite might happen (and it does happen way too often): it's possible to become rich even with a terrible game. It's all about what you said at the very beginning: connections, marketing. Twisted world.
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline saimoTopic starter

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #9 on: July 22, 2019, 09:56:12 PM »
Both games have very detailed creative passion,  you made them look very interesting,

I'm not sure which games you're referring to, but thanks nonetheless :)

Quote
have you ever thought of a kikstarter game launch?  would help with funding.

I gave it a quick thought, but I don't think it would work: I'd create a Kickstarter with just one reward (digital game), and people would start complaining about the lack of absurd rewards (personal twists to the game, useless gadgets, etc.).

Quote
I hope and wish you success with your new game.

Thank you!

Quote
I will eagerly await An full release on the Amiga platforms (AGA and AOS4)

The AGA version is not going to happen. But you don't have to wait for the AOS4 version: you can try it right away, and it's already quite playable ;)
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline saimoTopic starter

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #10 on: July 23, 2019, 03:36:29 PM »
A less traumatic start: previously, the entrance was such that the player had to enter the arena very carefully, a enemies might hide behind the arch, and only their shadows could be seen behind the entrance bars. I decided that it was a little unfair, so I have redesigned everything.
The "only" other notable change here is that the AmigaOS 4 version gets hardware-accelerated scaling. Before, the old AmigaOnes like mine (AmigaOne XE G4 @ 1 GHz + Radeon 9000) had a very hard time coping with zoom factors from 3x and above (e.g. at 4x the frame rate dropped to about 16 fps), but now the game runs constantly at full speed, no matter the zoom factor! (The second part of the video shows precisely this.)

https://www.youtube.com/watch?v=ij_pGJpaNkY

CHANGELOG
* Redesigned entrance so that enemies behind it can be seen.
* Added (experimental) hardware-accelerated scaling to AmigaOS version.
* Added an arena.
* Touched up some arenas.
* Improved manual.

Latest build download: https://www.retream.com/Blastaway
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline saimoTopic starter

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #11 on: July 28, 2019, 04:01:14 PM »
More noise! Arenas feature now some blocks that can be destroyed by shooting at them: at first, that might seem useful to wander around more easily, but, on second thought, that also makes life easier to wors! In fact, they can destroy the blocks, too...
(Note: in the future, the blast marks on the ground might: a) stay as they are; b) go; c) be extended to affect also the vertical elements like walls. Option c) is the most unlikely.)

https://www.youtube.com/watch?v=Suv1vGPjxUs

CHANGELOG
* Added destroyable blocks.
* Assigned [SPACE], [ENTER], [RETURN], [CONTROL], [SHIFT], [TAB] the shooting function.
* Touched up graphics.
* Added one arena.
* Updated/improved manual.
* Made other internal improvements/bugfixes.

Latest build download: https://www.retream.com/Blastaway
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline saimoTopic starter

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #12 on: July 29, 2019, 06:57:04 PM »
@all

Several people in several places told me that they'd happily buy the game (and a couple of them, whom I can never thank enough, even donated me very generous amounts of money): while such intention is much appreciated, at the moment sales are *not* what I'm after! As explained, the game might even be free (and currently it is). The best support right now consists in letting people outside of the Amiga community know about the game. "Outside" because of two reasons: many/most of the fellow Amigans already know by now, and those who don't know yet will sooner or later; the Amiga community is (sadly) very small, so it doesn't make a real commercial difference.
The indie scene has become an ocean and an industry, so it's extremely unlikely to reach a significant success without important connections and massive investments in marketing; still, word of mouth might help the game hit the right spot at the right time... sure, almost impossible... but not completely impossible ;-)
So, if you feel like, just let your friends/connections know: that's the best form of support the game can get. Thanks in advance!

By the way, of course many thanks to who already helped with spreading the word and, in particular, to these blogs and the authors of the respective articles (in alphabetical order):
 * Amiga.gr, https://amiga.gr/2019/07/925/blastaway
 * AmigaGuru Gamerblog, https://blog.amigaguru.com/a-first-look-at-blastaway/
 * Epsilon's Amiga Blog, http://amigax1000.blogspot.com/2019/07/blastaway-preview-on-x5000.html
(If I missed any, please let me know.)
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline saimoTopic starter

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #13 on: July 30, 2019, 11:07:24 PM »
Improved looks: this update mostly brings cool enhancements to the graphics.

https://www.youtube.com/watch?v=yAMsUkUEGIg

CHANGELOG
* Redrawn wor kill animation (and changed associated sound effect accordingly).
* Improved graphics of tiles, destroyable objects explosion, blast mark, and bonuses orbs.
* Made a couple of other internal improvements/bugfixes.

Latest build download: https://www.retream.com/Blastaway
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline utri007

Re: Blastaway, a new game for AmigaOS 4 (?)
« Reply #14 on: August 02, 2019, 07:02:11 AM »
Tested, very nice!
ACube Sam 440ep Flex 800mhz, 1gb ram and 240gb hd and OS4.1FE
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A1200 desktop, OS3.9, Blizzard 060 66mhz, 66mb ram, Ide Fix Express with 160Gb HD and WLAN
A500 OS2.1, GVP+HD8 with 4mb ram, 1mb chip ram and 4gb HD
Commodore CDTV KS3.1, 1mb chip, 4mb fast ram and IDE HD
 
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