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.

AURO – “Gameplay Music 1″

Hey everyone.  Just thought I’d take a moment to share some AURO gameplay music with you.  Been working on this song, on and off for about eight months.  While it’s still not titled, I think at this point, barring some mixing and finishing touches, it’s done.  What do you think?

 

 

AURO – “GAMEPLAY 1″

Composed by Keith Burgun

Gamasutra article: “Kickstarter For The Average Indie”

Since we ran two Kickstarters for our game, AURO – one of which failed, and one of which succeeded with flying colors – we feel like we have a few lessons to share with people on how to run a Kickstarter if you’re not famous and don’t have a lot of money.  If you’re at all interested, check out this new article I wrote for Gamasutra today.

Enjoy!

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 »

Dinofarm Podcast Episode 3 – News and Listener Questions

Hey everyone!  It’s time for Episode 3 of the Dinofarm Podcast, where we talk about a few articles that we’ve read and other news items, as well as take some listener questions.  It’s a bit of a shorter episode, at about 41 minutes, due to some technical issues we had at the end.

 

In this episode we talk about:

Jonathan Blow’s recently CBS News bit

Warren Spector’s recent words on Eurogamer

Sebastien Lambottin’s article on Gamasutra about designing “combat” systems

“Craftsmanship Vs. Art – What are Games” on Gamasutra

As well as take quite a few user questions.  Enjoy!

Direct Download Here!