Archive for the Duet Category

A lonely screenshot

Posted in Duet, Games with tags , , , , , , , , on August 28, 2012 by Matthew VanDevander

Just thought you might like to see what Erik and I have been up to. (Very WIP obviously)

Adventures in Shader-ville

Posted in Computers, Duet, Games, Technical with tags , , , , , , , , , , , , , , , , , on July 24, 2012 by Matthew VanDevander

g++ triangle.cpp ... -lglew32 -lopengl32
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x7): undefined reference to `__imp____glewDeleteProgram'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x27): undefined reference to `__imp____glewUseProgram'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x69): undefined reference to `__imp____glewEnableVertexAttribArray'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x90): undefined reference to `__imp____glewVertexAttribPointer'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0xc7): undefined reference to `__imp____glewDisableVertexAttribArray'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0xff): undefined reference to `__imp____glewCreateShader'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x11d): undefined reference to `__imp____glewShaderSource'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x131): undefined reference to `__imp____glewCompileShader'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x143): undefined reference to `__imp____glewGetShaderiv'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x18b): undefined reference to `__imp____glewCreateShader'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x1a9): undefined reference to `__imp____glewShaderSource'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x1bd): undefined reference to `__imp____glewCompileShader'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x1cf): undefined reference to `__imp____glewGetShaderiv'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x217): undefined reference to `__imp____glewCreateProgram'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x225): undefined reference to `__imp____glewAttachShader'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x23d): undefined reference to `__imp____glewAttachShader'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x255): undefined reference to `__imp____glewLinkProgram'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x26a): undefined reference to `__imp____glewGetProgramiv'
/tmp/cc2DLE4T.o:triangle.cpp:(.text+0x2ba): undefined reference to `__imp____glewGetAttribLocation'
collect2: ld returned 1 exit status

Does that look like anything to you? Yeah. Me neither. In honor of that fact, this article is intended to be understandable enough to be interesting and readable for even an inexperienced non-programmer type. However, it will also provide some very useful information which may save from grief someone else who is attempting the same thing as I just have. Therefore, I will try to provide as many useful links as possible.

Continue reading

Duet is submitted to IndieCade

Posted in Duet, Games with tags , , , , , , on May 16, 2012 by Matthew VanDevander

I would like to announce that Duet is officially entered into the 2012 IndieCade festival. IndieCade is a great celebration of independently developed games which has been growing in popularity over the past few years. Since they actively encourage work-in-progress submissions. I decided that Duet would be a good fit.

Wish us luck, and we hope to be back with something new and exciting to show everyone. Things are putting along at a gentle pace. Erik and I are working in our spare time, so it’s a bit of slow going.

Light Warriors Unite

Posted in Duet, Games with tags , , , on April 7, 2012 by Matthew VanDevander

20120407-173840.jpg

So Duet officially has an artist!

He is a strapping young lad from a country whose biggest exports include fear, cold air, and video games.

Yes, that’s right. I’m talking about the one and only Erik Rönnblom.

Keep an eye open at all times so that you might see the juicy and delicious kebab that is his artworks.

Honesty

Posted in Duet, Games with tags , , , , , , on March 4, 2012 by Matthew VanDevander

As an independent developer, I tend to pride myself on my ability to remain open about the development of my projects, but sometimes it is hard to admit the truth. Either because I blame myself and feel lazy, or because I just don’t want to disappoint anyone. The realities of game development can be a lot less clear cut and pretty as some of the final results. There is honestly no medium that is harder to produce a complete work in.

I submitted Duet to the Independent Games Festival late last year. I was unfortunately not named among the excellent finalists. However, it did bring me some surprising attention, including an article on IndieGames.com. All this excitement from the outside has made it painfully apparent how slow my progress is. I haven’t even touched the code for the game in probably 3 months or so. So I feel that I should be honest with everyone about what I have been doing with the project: Nothing, at the moment.

Am I giving up on Duet? Definitely not. I believe that it is the most important game that I have worked on in my life. However, there are some difficulties which have arisen in the development which have made working on the project tiresome. Tiffany, Duet’s artist, was my fiancé at the time of her entry into the team. Now we are separated, and that makes collaboration difficult to impossible, due to the emotions involved. It is probably never advisable to build a work relationship atop a personal one.

I am doing a ground-up reimplementation of the gameplay from the original Game Maker prototype to my custom C++ and OpenGL engine. The port was envisioned as a way to achieve a more complex and modern art direction than what is possible in Game Maker. Therefore, I find it hard to be motivated when I do not have an artist working with me. I have been putting the project on hold until I could work things out with Tiffany. Now it seems clear that that is not going to happen, so I need to find another artist who is right for the job.

As you all know, life is expensive and game development is equally so. Games take a long time to develop, and progress can be slow enough when you work on it full time. Part-time progress may be enough to get Duet done, but even still, I lack the funds to pay an artist a competitive salary. So really the best I can offer anyone is a share of the final profits, after all the bills are paid of course.

Anyway, all of these factors have conspired to put Duet in a very tenuous position in it’s development. Progress is not happening, but I will inform you all as soon as I have anything new to show.

If you think you are what I’m looking for and are interested in helping make Duet look more like it plays, then you can drop me a line here, @mvandevander on twitter or on the Facebook page for the game. Please have examples of your work.

Press coverage!

Posted in Duet, Games, Press Coverage with tags , , , , , , , , , , , , on November 18, 2011 by Matthew VanDevander

John Polson of IndieGames.com has an exclusive interview with myself and Richard Boeser, developer of ibb and obb.

Read the first part here.

And the second part here.

Duet Gameplay Overview

Posted in Duet, Games with tags , , , , , , , , , , on November 16, 2011 by Matthew VanDevander

There is now a brief gameplay overview of Duet on YouTube.

Check it out!

Keep in mind, the footage is from an incomplete prototype version, and has pretty much zero artwork. This essentially a less spoilery version of the pitch I submitted to IndieFund earlier this year. It also should be the first footage that you will have seen of the game, period. So that’s pretty cool, right?

psst…There may or may not be some media coverage of Duet soon. Keep your eyes peeled.
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