Category Archives: News

AURO Beta: Round 2!

I hereby proclaim that last night, we entered Round 2 of the official AURO Beta!

The last post here at dinofarmgames was just about exactly one month ago, and at that time I was embroiled in a bit of a crisis regarding the abilities.  Things just weren’t working, they weren’t balanced, and worst of all, many of the abilities just weren’t interesting.  There’s always this lingering fear in the back of your mind when you’re developing something original, and things aren’t working:  maybe this idea is just fundamentally flawed!  Oh, no!

But, we kept hammering and hammering away at it, and I think that now, it’s looking pretty good.  I have to really thank a new wave of testers we got from over at fantasystrike.com, guys like Carlos(aka specs), Vivafringe, Banewlf, link6616 and several others.  To quickly give back a bit to that great community:  everyone should go check out the games at Fantasy Strike!  They’re free to play, really fun (especially Puzzle Strike, probably my favorite deck-building game), and designed by one of the world’s leading bad-dudes of game design, David Sirlin.  Their community is full of thoughtful people, too who really contributed so much to this Beta.  So thanks again to them.

Oh, also, check out our new Jelly sprite!

Look out! It's a slime! These guys push you back when they attack, but they can be easily flattened. Just don't step on them while they're flattened unless you want to be launched through the air, possibly to a watery grave! Pixel art by our lead artist Blake Reynolds, of course

 

The Abilities Have Landed (For Now)

AURO’s special tactical abilities are the core of the gameplay, and so it’s critical that we get them useful, balanced, and interesting.  At this point, I think I can say that we’re pretty much there.  The three trees seem decently balanced at all levels of play, they have their own identities, and most importantly, I think we’ve managed to preserve what’s exciting about them.  Ice Floe is slippery madness, Air is the nimble bouncing ninja, and Fire is chaotic death everywhere. read more »

AURO Closed Beta begins today!

I just sent out about 40-50 invites to the AURO Closed Beta today.  Me and my merry band of five or so active alpha testers are really excited about getting some new blood responding to this game that we’ve been working on now for just over two full years now, if you count all the pre-production.

I want to remind the testers and any media people that we are not prepared to show the game to the greater public yet, as a huge number of key assets (like HUD artwork) are still missing, and of course, the gameplay is still rough.

Thanks very much for everyone who’s participating.

Introducing the Dinofarm Newsletter!

Hey!  Did you know that you can sign up for the Dinofarm Games official newsletter, as of today?  In addition to liking our Facebook page and following us on Twitter, you can now get e-mail alerts when something special happens here on the ‘Farm!  If you sign up for all three, we’ll be unable to do something sneaky, such as stealthily release a new super-fun videogame without telling anyone!  Don’t you want to deny us that pleasure?!

Over there on the sidebar, plink down your email address and you’ll be whisked away to a world of magic splendor.  Did I just say “magic splendor”?  Okay, well that settles it:  you’re signing up right now!

On another note, AURO‘s coming along well and the Beta invites will be going out soon!

October AURO Update – The Game Plan!

Here's what the game's currently looking like. We've got a new system of ORBS in place that replenish cooldowns. The HUD isn't rendered yet.

So, we’re officially in “Get This Game Finished” mode.  To get the most exciting bit of information out there right away, we are shooting to get this game into your hands in the current year of 2012.  That means, at the latest, we want to have it out on at least one platform by Dec. 31st, 2012.  That’s what we’re all shooting for.

Now, we’re still going to get the game on every platform we possibly can, but we’ve realized that it would be a bad idea to launch all of them at the exact same time.  Some releases will be staggered by a month or so, because it’s imperative that the game is running in great shape on all platforms.  Some platforms – Android and PC specifically – are bound to have a little more work to do with regards to making sure the game’s working on everyone’s unique devices, but it won’t be too bad.  A big part of what we’ll be doing in our Beta phase is getting responses from people with different hardware.

That brings me to the Beta.  When’s it going to happen?  Well, we just got out, about a week ago, of a huge “great redesign in the sky” phase, where we made our codebase roughly 1000 times more awesome and robust.  This was Andrew’s idea, as the code was starting to get really hairy, being that it’s now about a year old and the game having had changed so much.  It set us back a lot;  where we had 8 or 9 monsters before and all three skill trees implemented, now we’ve got about 5 monsters implemented and two skill trees implemented.  However, working with this new codebase is incredibly easy.  Andrew is doing a phenomenal job on it, and I think how solid this game feels in terms of the software is going to be a real selling point.

But anyway, what does that mean for the Beta?  Well, we’re shooting to get into the beta early November.  That means 3-4 weeks from now!  So, you Kickstarter supporters, expect a message from us about this within the next month!

Once we enter into Beta, gameplay will be approaching a “finished” point.  From there, it will only be a matter of testing and tuning and making sure it’s working as intended, balanced, and exciting.  From there, we have to add other functionality, such as Story Mode, Tutorial, and online leaderboards (which we’re doing some really cool stuff with;  stay tuned for more on that).

Also, we’ve got our first shippable Player Class (besides Auro, of course) designed and most of his art finished.  That will be very exciting.

So, all in all, things are going.  You can expect closed Beta to start within a month, and the game to be released within three.  We’re really looking forward to getting it out there.

Dinofarm Podcast Listeners! Announcement

Hello there!  If any of you are Dinofarm Podcast listeners, you should know that it has been rebranded as the GAME DESIGN THEORY PODCAST.  It’s now located over at keithburgun.net, my game design theory website.

Go check it out!  Here’s episode 4, and here’s the RSS feed!  Subscribe today!

New Game Design-Focused Site

Hey everyone!

We wanted to announce the creation of a new site:  http://keithburgun.net/ !  It’s going to be the site where I’ll be publishing future articles on the topic of game design theory.  If you’ve been a fan of articles such as Games Hurt Stories, Stories Hurt Games, On Score and the like, you’ll want to tune in over at the new site.  In fact, I’ve even re-posted my latest game design article over at the new site.

Another thing that will be moving and getting renamed is the Dinofarm Games Podcast.  This will re-surface under the name The Game Design Theory Podcast over at the new site.

In the future, dinofarmgames.com will be focusing on reports about AURO’s development and other games that we’re working on.  Fans of Blake’s ART BARN column needn’t worry, as that will be staying!

Thanks for reading!

The Art Barn: What I’m “Currently” Animating

Hello, everyone.  It sure has been a long time since the last installment of The Art Barn here at Dinofarm Games.  There are many reasons for the delinquency, but it probably mostly has to do with how dumb and stupid and idiot I am, but also that I’m working all the time on animations for AURO!

Today’s short post will be a brief update on a special effect in the works.

You see, when Auro uses the spell, “Jump”(working title) he uses magical wind to propel upwards, leaving behind him a spinning gust of wind called a “current.”  Now I hope you all see how clever was with that title and how you shouldn’t let your girlfriends read this or else they’ll leave fake barf in your locker(haha).

This was a very difficult animation.  It requires the transition from an omnidirectional jump effect into a looping dust cloud, into a dissipation.  I went through several DRAFTS (all of which BLEW) before I got something I could take into the pixel phase. read more »

My Book is Here!

Those who pre-ordered copies of my book, Game Design Theory, will probably be receiving them in the next few days.  In my excitement, I took a few photographs to prove that yes, it really is real!

 

The book's cover!

 

The book's back cover

 

The book and its proud author (me!)

 

Thanks to everyone at CRC Press who made this book possible, and were really great to work with.  Also thanks to the great Dr. Reiner Knizia for his lovely foreword!  Here’s the book on Amazon – go pick up a copy!

EDIT:  I just got word that the book will be made available in eBook form very soon!