Moved

3 05 2011

This will be the last post of this blog, all new posts will now be on GouldFish Games

You can also find out the latest on atoms from the gouldfish games twitter feed, @GouldFishGames

Thanks for all the views and hope to aee you on the new site and twitter.





Code update

3 03 2011

Finished the move to XNA4 and the move to the latest version of my library.  What this means is that I can now use the updated tech that i’ve been working on,  like particles, and it allows me to work on the xbox and windows phone 7 version as well.  If fact I already have it up and running again on WP7,  the first time since the limited tests I tried out last year.  I also hope to have a version running on the 360 very soon as well.





Don’t worry not gone

19 02 2011

Still working on atoms a new particle system is now been created so there will now be more spot effects that should improve the overall feel of the game.  Also new artwork is in bound as well.,  the end result should be a better alpha and hopefully a shorter beta an final release.

I have also been working on other titles and plan to give more details on them soon.





Blog update and possible name change

4 01 2011

Currently dubbing Atoms for PC/360/WP7 as Atoms:HD just to keep it separate from Atoms:DS. Not sure if I will release it under that name (most likely not) but it helps keep the 2 versions of the game distinct.

So with that basic name change I’ve also updated the blog to reflect that and also add some new screen shots of what Atoms:HD is looking like these days!





V0.6.1

27 12 2010

My current plan is for V0. 7 to be my alpha release with the 0.6 versions being the pre alpha.  I finish the second of the pre alpha’s earlier today which included the new slot bases replay saving and loading.  Updated professor art work and more updates to screens.  I’ve well added addtional animations from the new logo screen and animated the movement of the profs when the player changes.  The final thing that changed is that I have removed the loading screen,  the loading is now hidden by the logos screen.





Alpha update

23 12 2010

New animations are complete and few art work from my amazing artist has started arriving.  This will delay things slightly but the up shot is the game will look and play much better,  he has come up with a great way to handle the twin mouse and pad controls.

All this has also pushed me to up my game,  for this I’m planning on putting in more spot animations and pulling out the games for windows live virtual keyboard.





Sneak peak at the new animations

18 12 2010

Here is a sneak peak at the new animations for Atoms.






And what does all this cool new animations means? It means I am now near Alpha!!





Alpha pushed back.

6 12 2010

Alpha has been pushed back due to having to create lots of new animation.

This animation is needed to get the game feature complete with the DS version,  the basic alpha definition.

The development of this new animation is underway,  but due to a lack of time and bad health how long this takes is any ones guess. I’ll get samples up as they are done.





Alpha progress

3 11 2010

Main work on the Alpha is now complete,  i just need to get the strings checked and look into installers for XNA projects.





Alpha Spec

15 09 2010

So I’ve now spec’ed out what I want done for Alpha.
This should hopefully be done soon and once complete I will release a limited alpha test.

So what will the Alpha contain:

1. 6 player local play
2. Basic AI
3. Full front end
4. Attract mode
5. Replay saving and play back
6. Help
7. Localisation system in place
8. Sound and music
9. Pad and mouse input
10. PC only