<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description></description><title>Dev Blog: Project Moldering</title><generator>Tumblr (3.0; @moldering)</generator><link>http://devblog.projectmoldering.com/</link><item><title>Abilities, abilities, abilities...</title><description>&lt;p&gt;Just a small update for all the curious minds. Haven’t taken a hiatus, rather some good news. Six of the abilities have been implemented. We’ve been spending time implementing and tweaking them. I’d say three of them are done, mechanically, they just need visual aesthetics to make them more pleasing. The other three need to be tweaked more to get them perfect.&lt;/p&gt;
&lt;p&gt;The six abilities so far are: Wind, Fireball, Rock, Earth, Vine, and Bees. Some other ideas we’ve been toying with are Time, Gravity, Teleport, Water, and a few others that we’ll leave hidden for now. Videos should be up soon showing some of them off after we get some new maps done for demonstration purposes.&lt;/p&gt;
&lt;p&gt;-James&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/13747772906</link><guid>http://devblog.projectmoldering.com/post/13747772906</guid><pubDate>Sun, 04 Dec 2011 17:17:02 -0500</pubDate></item><item><title>Interview for Grizzly Pixel Blog</title><description>&lt;p&gt;Zack and I were asked to do an interview about Moldering for a small indie game blog, &lt;a href="http://grizzlypixel.blogspot.com/" title="http://grizzlypixel.blogspot.com/" target="_blank"&gt;Grizzly Pixel&lt;/a&gt;. The interview provides some insight into Moldering and also us as developers as well. If you want to check out his blog, we’ve given him previously unreleased screenshots showing off the current state of the game and the current abilities. Unfortunately, his post won’t go up until Friday, so for now you can check out the interview in it’s entirety below:&lt;/p&gt;
&lt;!-- more --&gt;
&lt;p&gt;Grizzly Pixel: Alright, let’s get started!&lt;/p&gt;
&lt;div id="Section2"&gt;
&lt;p&gt;Q: Is Moldering your first game 	project?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section3"&gt;
&lt;p&gt;James: Actually, no. I made some small 	games when I was a teenager using The Games Factory and Multimedia 	Fusion, but they never really took off. Fair enough since they 	weren’t very good. Haha.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section4"&gt;
&lt;p&gt;Zack: I’ve made a couple growing up 	with RPG maker and later Game Maker as well, this is the first one 	that stuck as a long term project. Since we started it, I’ve also 	took a job in the games industry and have one full title under my 	belt.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section6"&gt;
&lt;p&gt;Q: How long has Moldering currently 	been in development?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section7"&gt;
&lt;p&gt;James: It’s interesting you ask that. 	I think last week I went back and looked at my development log and 	the earliest entry was March, 2008. So, at least, what, three and a 	half years?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section8"&gt;
&lt;p&gt;Zack: That is probably accurate. We 	have gone in and out of development periods as we were and still are 	developing in our free time. It use to be school bothering us, now 	sometimes it is work as well.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section9"&gt;
&lt;p&gt;James: Yeah, we’ve taken many breaks 	from development from time to time.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section10"&gt;
&lt;p&gt;Zack: Unfortunately, life gets in the 	way sometimes…&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section12"&gt;
&lt;p&gt;Q: The current demo and gameplay 	videos give off a “Knytt” sort of vibe. Was that one of your 	inspirations for the project?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section13"&gt;
&lt;p&gt;James: Haha, it was. I think it’s most 	apparent in the size of the character and the way the player moves 	from screen to screen. I think it’s grown to be a bit more in depth 	since the original inspiration.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section14"&gt;
&lt;p&gt;Zack: It was definitely something that 	James has always mentioned from the beginning, and thats when I 	first discovered Knytt as well. We like the overall relaxed feel of 	it and think it should be a focus in the main gameplay.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section15"&gt;
&lt;p&gt;James: The biggest thing I want to 	take from Knytt is the immersion and charm.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section17"&gt;
&lt;p&gt;Q: A couple areas in which Moldering 	strays from the typical indie exploration platformer are displayed 	in the most recent video showcase of the game. The first big 	difference is the weather system. Are you planning on making dynamic 	weather a big part of the game, or is it simply there to help boost 	the atmosphere?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section18"&gt;
&lt;p&gt;James: That’s an idea I’ve been toying 	with in my head. One idea I had was to call a blizzard to ice over 	the world and affect the gameplay mechanics. Or, we might simply 	just have the weather come and go to add atmosphere. Some of my 	favorite video game moments were simple exploring in games while the 	game was going though rain storms and such. Not sure why, but I feel 	it added to the experience and I’d like to give that to players.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section19"&gt;
&lt;p&gt;Zack: It’s something we are going to 	keep in the back of our minds while we are designing the overall 	experience with the levels. It is always nice to have a new 	experience with the game every play through, and this has potential 	to add to it. If we can work it into the core mechanics somehow, 	that would be what would sell us on the idea. Time will tell with 	that.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section20"&gt;
&lt;p&gt;James: Good point, Zach, haha.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section22"&gt;
&lt;p&gt;Q: The second addition seems to be a 	bit more vital to the core gameplay mechanics. Could you talk a 	little bit about what role the ability ring will play in the final 	game?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section23"&gt;
&lt;p&gt;James: Yeah, we spent a lot of time 	trying to come up with something that would make Moldering unique, 	and the more we toyed with the idea of using the mouse to control 	gameplay the more we liked it. The “ability ring,” as we 	like to call it, will let you call up all sorts of abilities that 	the player can control with the mouse. Each one has it’s own unique 	mouse motions and I think it’s pretty unique. Shaking the mouse will 	let the player control earthquakes, or pulling back like a slingshot 	will allow the player to fire off certain abilities, like fireballs 	and such. It gives us a lot of opportunity to do all sorts of new 	and interesting things that conventional controls wouldn’t allow, 	each with it’s own feel and mechanics.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section24"&gt;
&lt;p&gt;Zack: The original idea was gestures 	but that soon proved to be problematic for us and for potential 	players. It eventually evolved into what James spoke about. Overall, 	we want to try and bring a sandbox like experience into the game 	with the abilities we implement and allow players to get through the 	game in their own way, the way that is fun for them.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section25"&gt;&lt;/div&gt;
&lt;div id="Section26"&gt;
&lt;p&gt;Q: Are there any big features that 	you’ve been planning to put into the game, but haven’t yet?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section27"&gt;
&lt;p&gt;James: Mold plays a big part in the 	game. The name is a sort of play on words with the idea that mold 	will be a central theme. It comes down on meteors and infects the 	world. What’s interesting about the mold, and we haven’t really 	shown this yet in the videos or on the blog, but the mold will 	spread over time. So, the player may be easily able to trek across a 	certain area, but when they come back, depending on how long they’ve 	taken, the mold will have spread and may prevent travel. Only until 	later, when the player has a new ability, might they be able to make 	their way back across. It’ll be interesting to have a dynamic 	environmental hazard, something I don’t feel I’ve seen too often in 	many games.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section28"&gt;
&lt;p&gt;Zack: Well spoken hahaha! It is yet 	another thing we can use to have a unique experience, but still be 	able to tell a story without the player getting too far away.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section30"&gt;
&lt;p&gt;Q: “The mold will spread over 	time.” Does this mean the game world will have its own sort of 	clock?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section31"&gt;
&lt;p&gt;James: Yeah, the way we plan to 	implement it, we’ll map out the mold across the entire world and set 	certain “originator” mold. Each area will have it’s own 	clock and any time spent in that world will determine how much the 	mold has spread in that area, starting with the originator molds. 	Mold, of course, will be lethal and interactable, so the world will 	change as the player spends more time in it, giving a feeling that 	the world is, um, alive.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section32"&gt;
&lt;p&gt;Zack: Or at least something else is 	alive on it ;) It is something that we will have to play with as the 	game develops.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section33"&gt;
&lt;p&gt;James: haha.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section36"&gt;
&lt;p&gt;Q: From the current demo and videos, 	there don’t seem to be any enemy characters. Are you planning on 	adding any, or is the central focus going to be on puzzle-solving 	and platforming?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section37"&gt;
&lt;p&gt;James: Ah, good point. We want to get 	the core abilities down before we design any enemies. There will be 	plenty, and each will require a unique use, or combination, of the 	abilities to defeat. That, and some thought.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section38"&gt;
&lt;p&gt;Zack: James is spot on. I am doing 	concept work for enemies though, what they will look like at least. 	I’m trying to fit their overall look into the style of the art right 	now, until we get all the abilities worked out. Then, as many know, 	form follows function (at least on earth) so there will most likely 	be adjustments in the long run.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section39"&gt;
&lt;p&gt;James: An example, that we may or may 	not implement, would be a spiked wheel that attempts to ram you. By 	drawing a path with the earth from the ground (an ability we’ve 	already implemented), the player will be able to block the wheel, or 	divert them into a pit, providing safe passage to the next area. 	We’ll see though. We still have a lot of toying with ideas to do.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section41"&gt;
&lt;p&gt;Q: The ambition in this project is 	pretty evident. The game world in the videos and in the demo seems 	like a small taste of something much larger. How big are you 	planning to go with the world?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section42"&gt;
&lt;p&gt;James: We’d like to stick to the 	classic “8 worlds,” that seemed to be a big theme in the 	16-bit era, an era that I consider to be the golden age of video 	games. There will be a bit of smaller unique ares too that connect 	or break up the other areas. There’s a joke that goes around in 	software development: “Software can be three things: cheap, 	fast, or good. Pick two.” We’re going for cheap and good, so 	it’s going to take some time. ;)&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section43"&gt;
&lt;p&gt;Zack: Unless we both end up without 	jobs and have nothing else to focus on hahaha. The planned world is 	stuff that we are focusing on tieing together at the moment as well. 	What you see in the videos is just a taste of what we have in our 	minds, and that doesn’t include any transitions we are going to have 	to make from world to world.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section44"&gt;
&lt;p&gt;James: hahaha, good point. At this 	moment we have five of the worlds really solidified. I think there’s 	images of three of these areas floating around on the internet.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section45"&gt;&lt;/div&gt;
&lt;div id="Section46"&gt;
&lt;p&gt;Q: Are you planning on releasing this 	as freeware, or are you going to look for digital distribution 	options once the game reaches completion?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section47"&gt;
&lt;p&gt;James: Ahhh, something we really 	haven’t settled on yet. Originally we intended the game as freeware, 	but it’s taken a looong time, and we’ve really put a lot of work 	into it. If the game turns out as well as we plan, we may end up on 	charging a small fee for the game. And, of course, having sales and 	maybe a few “free weekends,” where people will be able to 	pick up a copy for free. We haven’t really determined this yet. 	Personally, we’ve invested a bit of money on certain assets, so it 	would be nice to see a return for all of our labor and investments.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section48"&gt;
&lt;p&gt;Zack: Definitely something we are up 	in the air about at the moment. Like James has said, we put a lot of 	our time into this so far and we both love what we are doing. If the 	indie scene keeps up as it is now, it opens up a lot of potential 	for us to continue making more games, if sales permit.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section49"&gt;
&lt;p&gt;James: I guess in answer to your 	question, we are leaning towards a nominal fee for the game, with 	plenty of opportunities to pick it up for cheap, or even for free.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section50"&gt;&lt;/div&gt;
&lt;div id="Section51"&gt;
&lt;p&gt;Q: What’s been the biggest roadblock 	in development so far?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section52"&gt;
&lt;p&gt;James: Hmm, good question. I guess 	life is the biggest thing that gets in the way. We all have our own 	lives to attend to and sometimes it just doesn’t permit development 	on a hobby project. This isn’t a paid gig, and we’re spending a lot 	of our free time on development, something our girlfriends aren’t 	always too happy about, haha.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section53"&gt;
&lt;p&gt;Zack: Yea, sometimes that answer is 	personal and sometimes its just work (school or job oriented). Other 	than what James has mentioned, it doesn’t help that I’ve moved to 	Hungary last year.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section54"&gt;
&lt;p&gt;James: Yeah, another thing is that we 	both live in different time zones at the moment. It sorta gets in 	the way of communication at times.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section55"&gt;
&lt;p&gt;Zack: developing 24/7 baby!!!!&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section56"&gt;
&lt;p&gt;Grizzly Pixel: Hahaha&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section57"&gt;&lt;/div&gt;
&lt;div id="Section58"&gt;
&lt;p&gt;Q: What have you learned during 	development of Moldering that you’ve been able to apply to the 	current build?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section59"&gt;
&lt;p&gt;James: Wow, that’s a big question. 	I’ve learned a lot about programming in general. It’s one of the 	reasons I started making Moldering, was to beef up my programmings 	skills. I think what I’ve learned recently is that there’s two ways 	you can divide tackling a programming problem. Experimentation, or 	thinking it through first. The latter which always turns out much 	better results.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section60"&gt;
&lt;p&gt;Zack: Oi, too many things for the time 	permitted in this interview. Never underestimate the amount of 	layers you might need in a 2D project, communication, the general 	way a game is put together in a team environment as opposed to 	yourself, team management (when we have volunteers helping us from 	time to time), level design, overall game design, how to market your 	game, this could go on for days maybe….&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section61"&gt;
&lt;p&gt;James: Yeah, marketing is a big deal. 	I think it’s important to keep people who are watching the game 	properly satiated.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section63"&gt;
&lt;p&gt;Q: Alright, the last questions are 	just a few personal ones. Who is/are your biggest influence(s) in 	game making?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section64"&gt;
&lt;p&gt;James: Personally, I like Nintendo as 	a whole. Their games are always particularly solid and their 	gameplay is always spot on. Some games they’ve released have taken 	turns that I haven’t agreed with, but as a whole they’re quality is 	something I strive to repeat. Remember the “Official Nintendo 	Seal of Quality?” I’ll never forget that.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section65"&gt;
&lt;p&gt;Zack: It’s hard for me to pinpoint who 	are my biggest influences as far as making a game is concerned, as 	I’ve played so many spanning every genre. But I can say that there 	are a lot of Indie developers that influence me as a person and keep 	me going on day to day basis (regarding development that is). Ed 	McMullen, Andy Schatz, Notch (who knew?), etc. The guys whose 	stories give you a boost whenever you think about a bad bend in your 	development stage. I think, these guys came from nothing and kept at 	it. I should keep going too!&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section66"&gt;
&lt;p&gt;James: Yeah, the current indie game 	scene definitely boosts my moral as a developer, as well.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section68"&gt;
&lt;p&gt;Q: You’re stranded on a desert island, 	and you’re only allowed to take one thing. What do you take?&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section69"&gt;
&lt;p&gt;James: Besides my girlfriend? Haha. 	Probably my SNES with a small collection of my favorite games. Super 	Metriod, Link to the Past, Earthbound, and Yoshi’s Island. I’m 	assuming I don’t need to worry about food, haha.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section70"&gt;
&lt;p&gt;Zack: Reddit&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section71"&gt;
&lt;p&gt;Grizzly Pixel: Hahahaha&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section72"&gt;
&lt;p&gt;James: Hahaha&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section74"&gt;
&lt;p&gt;Grizzly Pixel: Alright guys, thanks a 	lot for taking the time out of your day to do this interview! It’s 	been great!&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section75"&gt;
&lt;p&gt;James: Thanks for having us. You 	really asked some good questions. I look forward to bookmarking and 	following your blog more closely. Thanks again.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section76"&gt;
&lt;p&gt;Zack: Yea, thanks a bunch for talking 	to us as well. We love talking about what we are doing and we hope 	to keep in touch throughout our development process.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="Section76"&gt;&lt;/div&gt;</description><link>http://devblog.projectmoldering.com/post/13211339221</link><guid>http://devblog.projectmoldering.com/post/13211339221</guid><pubDate>Wed, 23 Nov 2011 13:14:00 -0500</pubDate><category>interview</category><category>grizzly pixel</category><category>moldering</category><category>indie game</category><category>notch</category><category>video game</category></item><item><title>Fading Caves and Ability Ring
This video shows off the ability...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/x5E0G3QrL68?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;strong&gt;Fading Caves and Ability Ring&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;This video shows off the ability ring. The mouse is used in Moldering to select abilities and then to use them. Since this video, three have been implemented: Rock, Fireball, and Quake. Each of which requires a unique use of the mouse. You’ll have to wait for future updates/videos to see these in action.&lt;/p&gt;
&lt;p&gt;Secondly, you can see how caves can be entered. Upon entering a cave the foreground will disappear and the player will be able to see inside the cave and all the beautiful things contained within.&lt;/p&gt;

&lt;p&gt;-James&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/13048534663</link><guid>http://devblog.projectmoldering.com/post/13048534663</guid><pubDate>Sun, 20 Nov 2011 00:23:00 -0500</pubDate></item><item><title>Two New Videos!</title><description>&lt;p&gt;Lighting, Weather, Parallaxing, OH MY!&lt;/p&gt;
&lt;p&gt;Here’s two new video’s to show of some of the new neat-o-rama updates for Moldering. There’s also a few smaller changes, if you pay attention closely (or read the dialog boxes), that haven’t been in previous videos. &lt;br/&gt;&lt;br/&gt;The first video shows off the new volumetric and ambient lighting systems. There’s three in place. I personally favor the first, and I believe we’ll be using that for most things. The others might prove useful in caves, or other areas.&lt;/p&gt;
&lt;p&gt;&lt;a title="#12 Moldering: Lighting Effects" target="_blank" href="http://www.youtube.com/watch?v=YsD75mDUeak"&gt;&lt;strong&gt;#12 Moldering: Lighting Effects&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;a title="#12 Moldering: Lighting Effects" target="_blank" href="http://www.youtube.com/watch?v=YsD75mDUeak"&gt;&lt;img alt="#12 Moldering: Lighting Effects" src="http://i762.photobucket.com/albums/xx270/moldering/private/youtube1.png" height="291" width="479"/&gt;&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Some ideas we’re toying with: little glowing lightning bugs that hover and dart around, complete with their own light source and strings of glowing mushrooms that glow brighter as you near them. Again, complete with their own light sources.&lt;/p&gt;
&lt;p&gt;The next video shows off many different features including the new predictive camera system that lets the player see ahead of them. This video also shows off the dynamic weather system which adds to the atmosphere of the first world, as well as the parallax scrolling that I’ve been meaning to implement for some time now.&lt;/p&gt;
&lt;p&gt;&lt;a title="#13 Moldering: Parallaxing, Weather, Camera" target="_blank" href="http://www.youtube.com/watch?v=K7T6vdUSfjM"&gt;&lt;strong&gt;#13 Moldering: Parallaxing, Weather, Camera&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a title="#13 Moldering: Parallaxing, Weather, Camera" target="_blank" href="http://www.youtube.com/watch?v=K7T6vdUSfjM"&gt;&lt;img alt="#13 Moldering: Parallaxing, Weather, Camera" src="http://i762.photobucket.com/albums/xx270/moldering/private/youtube2a.png" height="292" width="480"/&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Since these videos we’ve added some other features, including fading foreground objects. This way the player can enter caves and the walls in front will fade to let the player see into the cave. You’ll see these updates in upcoming videos.&lt;/p&gt;
&lt;p&gt;Feedback is always welcomed!&lt;/p&gt;
&lt;p&gt;-James&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/12627906964</link><guid>http://devblog.projectmoldering.com/post/12627906964</guid><pubDate>Thu, 10 Nov 2011 22:47:00 -0500</pubDate><category>volumetric lighting</category><category>ambient lighting</category><category>java games</category><category>java</category><category>moldering</category><category>indie games</category><category>parallax scrolling</category><category>dynamic weather</category><category>predictive camera</category><category>ledge hanging</category></item><item><title>New Lighting Systems:
There are three candidates for the...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_lu9iwmh6TT1qzfmeco1_500.png"/&gt;&lt;br/&gt; Lighting System 1&lt;br/&gt;&lt;br/&gt; &lt;img src="http://28.media.tumblr.com/tumblr_lu9iwmh6TT1qzfmeco2_500.png"/&gt;&lt;br/&gt; Lighting System 2&lt;br/&gt;&lt;br/&gt; &lt;img src="http://30.media.tumblr.com/tumblr_lu9iwmh6TT1qzfmeco3_500.png"/&gt;&lt;br/&gt; Lighting System 2 - Modified&lt;br/&gt;&lt;br/&gt; &lt;p&gt;&lt;strong&gt;New Lighting Systems:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;br/&gt;There are three candidates for the lighting system used in Moldering. I’ve designed all three myself using Java2D (which for some reason runs faster on my computer than OpenGL). Certain areas and worlds will be shrouded in darkness, both to add to the atmosphere of the game and to affect the gameplay centered around exploration.&lt;/p&gt;
&lt;p&gt;-James&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/12442875279</link><guid>http://devblog.projectmoldering.com/post/12442875279</guid><pubDate>Sun, 06 Nov 2011 18:36:22 -0500</pubDate><category>lighting system</category><category>volumetric lighting</category><category>java2d</category><category>opengl</category><category>moldering</category><category>ambient lighting in java games</category></item><item><title>The Devblog is Now Operational</title><description>&lt;p&gt;Okay, small update here. Got the blog running again. Our hosting provider did some server upgrades and it took us a short while to realize that we needed to point our DNS (Domain Name Servers) to a new location.&lt;/p&gt;
&lt;p&gt;In terms of updates, we’ve been doing some cool aesthetic work to Moldering and we should have a snazzy new video up soon showing off some of those features.&lt;/p&gt;
&lt;p&gt;Stay tuned!&lt;/p&gt;
&lt;p&gt;-James&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/12171678481</link><guid>http://devblog.projectmoldering.com/post/12171678481</guid><pubDate>Mon, 31 Oct 2011 16:58:33 -0400</pubDate><category>moldering</category><category>dns</category><category>blog working</category><category>blog</category><category>aesthetics</category></item><item><title>Social Integration and Blog Not Working</title><description>&lt;p&gt;So, I’m working with my hosting to get the blog up and running again. With that said, you probably can’t see this post but will be able to once the site is running smoothly again.&lt;/p&gt;
&lt;p&gt;&lt;br/&gt;On another note, I’ve integrated our blog posts to automatically repost to our facebook, the blog posts to post to twitter, and the facebook posts to also go to twitter. That’s a lot of automatic information distribution. Luckily there won’t be tumblr going to facebook and from facebook going to twitter, leaving only one copy of each post from each social network going to twitter. If that didn’t make your head spin then I probably want you on the Moldering team XD.&lt;/p&gt;
&lt;p&gt;-James&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/12001681677</link><guid>http://devblog.projectmoldering.com/post/12001681677</guid><pubDate>Thu, 27 Oct 2011 16:35:21 -0400</pubDate><category>blog</category><category>information distribution</category><category>Facebook</category><category>Twitter</category><category>Tumblr</category><category>Social Networking</category></item><item><title>Moldering on Facebook!?</title><description>&lt;p&gt;Check the link on the right —-&gt;&lt;/p&gt;
&lt;p&gt;Or, &lt;a title="Project Moldering on Facebook" href="http://facebook.com/projectmoldering" target="_blank"&gt;&lt;a href="http://facebook.com/projectmoldering" target="_blank"&gt;http://facebook.com/projectmoldering&lt;/a&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Add us!&lt;/p&gt;
&lt;p&gt;-James&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/11671524042</link><guid>http://devblog.projectmoldering.com/post/11671524042</guid><pubDate>Wed, 19 Oct 2011 19:29:22 -0400</pubDate><category>Facebook</category><category>moldering</category><category>indie game</category><category>hobby</category><category>independent developers</category><category>project moldering</category><category>advertising</category></item><item><title>Still in Development? Ab-so-lutely!</title><description>&lt;p&gt;I can’t always work on this game full-time, but when I do, I drink espresso.&lt;/p&gt;
&lt;p&gt;I’ve been doing a lot of really solid programming the last couple of weeks and it really shows. The project is continuing to come together. With Zach working on the level creation, Bob on storyboarding, and Phillipe working on art, things are looking better than ever at each new interval (God, it’s great to have fellow team-members).&lt;/p&gt;
&lt;p&gt;I could get into the technicalities of what I’ve been doing, but I’ll avoid that for the time being. In the last couple of weeks we’ve done some great developing. I’ve added some of the objects for the actual game, really buckled down and cleaned up the level editor (called the World Builder from here-on-in), and added in-game features that give the game a really polished look (e.g. excellent camera motion, parallex scrolling, blurring and other special effects). This game may take another million and two years until it’s release date but when it’s done, it will be done. We won’t be satisfied until Moldering is of commercial quality and hopefully an immersive experience that people simply cannot forget.&lt;/p&gt;
&lt;p&gt;&lt;br/&gt;Here’s a great quote from Oddball on the TIGSource forum talking about the game &lt;a title="Tigsource Forum: Cafe" href="http://forums.tigsource.com/index.php?topic=2562.0" target="_blank"&gt;Cafe&lt;/a&gt; that sums up our development: “progress on hobby projects [ebb] and [flow],” and currently, Moldering is flowing.&lt;/p&gt;
&lt;p&gt;We’ll keep you posted when we have some new media to share. Hopefully we can show off some of the new parallexing soon, or maybe a sneak peak at some of the different game modes, or even info about the new “combat” system (and yes, combat is in quotes for a reason :] ).&lt;/p&gt;
&lt;p&gt;-James&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/11668393590</link><guid>http://devblog.projectmoldering.com/post/11668393590</guid><pubDate>Wed, 19 Oct 2011 18:20:00 -0400</pubDate><category>development,</category><category>moldering</category><category>level editor</category><category>world builder</category><category>combat</category><category>storyboarding</category><category>camera motion</category><category>parallex</category><category>indie game</category><category>video game</category><category>hobby</category></item><item><title>Finally some work done....</title><description>&lt;p&gt;It took me about a month to get a map out with the new materials that &lt;a href="http://www.philippechabot.com/" target="_blank"&gt;Philippe&lt;/a&gt; supplied us with, but it got done :)  Much of the time was spent dealing with making small supplemental art to have a bit more flexibility with the tile set, while making a map.  I like what I came up with but, recording video is the next challenge to overcome.  These programs do not agree with my lappy toppy very well.  If you want to see the new art in action check the video below…&lt;/p&gt;
&lt;p&gt;
&lt;object height="280" width="460"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/E5rw_38h9Gw?fs=1&amp;hl=en_US"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/E5rw_38h9Gw?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="280" width="460"&gt;&lt;/embed&gt;&lt;/object&gt;
&lt;/p&gt;
&lt;p&gt;-Zach&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/5190461920</link><guid>http://devblog.projectmoldering.com/post/5190461920</guid><pubDate>Wed, 04 May 2011 11:10:00 -0400</pubDate></item><item><title>Cut, Trim, Copy and Paste</title><description>&lt;p&gt;It took me some time, but I finally finished chopping up the art work into a tile-able format for our level editor.  I ran into a few minor problems along the way, but nothing a little game magic can’t fix (and/or hide from your unknown eyes, mwa haha)! &lt;/p&gt;
&lt;p&gt;I have a very busy next few days with my paying job(s), this will slow things a bit for me, unfortunately.  With my previous 4 day holiday over the past weekend, that was suppose to free up some time for me to spend meshing things together, but life always gets in the way! &lt;/p&gt;
&lt;p&gt;A map showing off our little orange friend running around his new environment will be up as soon as I have a demo level ready!&lt;/p&gt;

&lt;p&gt;-Zach&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/3918558030</link><guid>http://devblog.projectmoldering.com/post/3918558030</guid><pubDate>Thu, 17 Mar 2011 06:55:54 -0400</pubDate><category>indie</category><category>indie games</category><category>develop</category><category>developer</category><category>java</category><category>fun</category><category>game</category><category>gaming</category><category>graphics</category><category>gif</category><category>pixel</category><category>pixel art</category><category>alien</category><category>orange</category><category>exploration</category><category>adventure</category><category>game development</category><category>game design</category><category>level</category><category>level editor</category><category>level design</category></item><item><title>Huzzah!</title><description>&lt;p&gt;The first world graphics are done, and I got my hands on them tonight! … But there’s no time to work on them now.  This weekend is a 4 day-er for me, so hopefully lots of time to play with them.  It will be a challenge as it is going to be the first weekend that is above 10 degrees C in a long time.&lt;/p&gt;

&lt;p&gt;-Zach&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/3768020862</link><guid>http://devblog.projectmoldering.com/post/3768020862</guid><pubDate>Thu, 10 Mar 2011 15:00:53 -0500</pubDate></item><item><title>Art and other things.... like more art...</title><description>&lt;p&gt;Hopefully I’ll be getting my hands on the new artwork for our first world, and will be able to pump out some levels and some correlating artwork!&lt;/p&gt;
&lt;p&gt;On a more unfortunate note, the small surprise I posted a couple weeks back is in quite a rut, my Photoshop skills need a bit of brushing up before I can show what I’ve in mind.  So the release on that is… unsure.&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/3707326508</link><guid>http://devblog.projectmoldering.com/post/3707326508</guid><pubDate>Mon, 07 Mar 2011 15:47:57 -0500</pubDate><category>indie,</category><category>Art</category><category>level</category><category>game</category><category>gaming</category><category>development</category><category>developers</category><category>Mold</category><category>moldering</category><category>fun</category><category>jave</category><category>programming</category><category>programs</category><category>video games</category><category>design</category><category>photoshop</category><category>level design</category></item><item><title>There had been some changes going on lately and one of them is...</title><description>&lt;img src="http://26.media.tumblr.com/tumblr_lhly37lVEU1qzfmeco1_500.png"/&gt;&lt;br/&gt; Prototype Graphics&lt;br/&gt;&lt;br/&gt; &lt;img src="http://26.media.tumblr.com/tumblr_lhly37lVEU1qzfmeco2_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://28.media.tumblr.com/tumblr_lhly37lVEU1qzfmeco3_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://25.media.tumblr.com/tumblr_lhly37lVEU1qzfmeco4_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_lhly37lVEU1qzfmeco5_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://28.media.tumblr.com/tumblr_lhly37lVEU1qzfmeco6_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_lhly37lVEU1qzfmeco7_500.png"/&gt;&lt;br/&gt; The progression so far!&lt;br/&gt;&lt;br/&gt; &lt;img src="http://24.media.tumblr.com/tumblr_lhly37lVEU1qzfmeco10_r1_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://29.media.tumblr.com/tumblr_lhly37lVEU1qzfmeco11_r1_500.gif"/&gt;&lt;br/&gt; Final Graphics!&lt;br/&gt;&lt;br/&gt; &lt;p&gt;There had been some changes going on lately and one of them is the graphics for our first world.  Our artist works in iteration, so I thought I’d show you the process so far!&lt;/p&gt;
&lt;p&gt;(Our little friend seems to be quite active)&lt;/p&gt;
&lt;p&gt;-Zach&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/3667605490</link><guid>http://devblog.projectmoldering.com/post/3667605490</guid><pubDate>Sat, 05 Mar 2011 18:18:00 -0500</pubDate><category>Art</category><category>Game</category><category>Gaming</category><category>Graphics</category><category>Mold</category><category>Moldering</category><category>Pixil</category><category>alien</category><category>developers</category><category>development</category><category>fun</category><category>new</category><category>orange</category><category>photo</category><category>progress</category><category>indie</category><category>java</category><category>java game</category><category>indie game</category></item><item><title>Things are moving...</title><description>&lt;p&gt;Things are going well for the project, all around.  Momentum is starting to pick up, and with the more visitors and feedback we get, the more excited we are getting about bringing you more content!&lt;/p&gt;
&lt;p&gt;Our first world’s environment art should be done around the end of this week, and soon after that, more video to show off what we are working on!&lt;/p&gt;
&lt;p&gt;I’m also personally working on something that I can hopefully release by the end of the week.  We shall see as I am taking a small holiday this weekend as well, so it might be in the middle of next week.&lt;/p&gt;

&lt;p&gt;-Zach&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/3429989242</link><guid>http://devblog.projectmoldering.com/post/3429989242</guid><pubDate>Mon, 21 Feb 2011 15:43:07 -0500</pubDate></item><item><title>The last music file for this week. Maybe more next week!  Again,...</title><description>&lt;embed type="application/x-shockwave-flash" src="http://assets.tumblr.com/swf/audio_player_black.swf?audio_file=http://www.tumblr.com/audio_file/3379751951/tumblr_lgv3jpQcmw1qzfmec&amp;color=FFFFFF" height="27" width="207" quality="best" wmode="opaque"&gt;&lt;/embed&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;The last music file for this week. Maybe more next week!  Again, this one is from &lt;a title="James Daniello" href="http://jamesdaniello.com/" target="_blank"&gt;James Daniello&lt;/a&gt;&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/3379751951</link><guid>http://devblog.projectmoldering.com/post/3379751951</guid><pubDate>Sat, 19 Feb 2011 06:21:25 -0500</pubDate></item><item><title>As promised, here is another original by our very own James...</title><description>&lt;embed type="application/x-shockwave-flash" src="http://assets.tumblr.com/swf/audio_player_black.swf?audio_file=http://www.tumblr.com/audio_file/3361538721/tumblr_lgtbukV6iG1qzfmec&amp;color=FFFFFF" height="27" width="207" quality="best" wmode="opaque"&gt;&lt;/embed&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;As promised, here is another original by our very own &lt;a title="James Daniello" target="_blank" href="http://jamesdaniello.com/"&gt;James Daniello&lt;/a&gt;!&lt;/p&gt;

&lt;p&gt;-Zach&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/3361538721</link><guid>http://devblog.projectmoldering.com/post/3361538721</guid><pubDate>Fri, 18 Feb 2011 07:25:32 -0500</pubDate></item><item><title>This is one song James had in the vault, specifically made for...</title><description>&lt;embed type="application/x-shockwave-flash" src="http://assets.tumblr.com/swf/audio_player_black.swf?audio_file=http://www.tumblr.com/audio_file/3348974507/tumblr_lgs3z4Q6T41qzfmec&amp;color=FFFFFF" height="27" width="207" quality="best" wmode="opaque"&gt;&lt;/embed&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;This is one song James had in the vault, specifically made for Moldering!  This will most likely be in game (98% sure, many things can happen until then :p ).  More will come when I can post them, Tumblr only allows 1 audio file a day.&lt;/p&gt;
&lt;p&gt;-Zach&lt;/p&gt;

&lt;p&gt;&lt;a href="http://tumblr.com/xdw1jdw59n" target="_blank"&gt;http://tumblr.com/xdw1jdw59n&lt;/a&gt;&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/3348974507</link><guid>http://devblog.projectmoldering.com/post/3348974507</guid><pubDate>Thu, 17 Feb 2011 15:37:00 -0500</pubDate></item><item><title>Yay! New animation!</title><description>&lt;p&gt;I worked for a couple of hours on a new jump animation!  I hope it blends well with the game so far.  I have to wait until it can be implemented because my programming and/or understanding of code is minimal, for now (mwa hahaha). Hopefully tomorrow.&lt;/p&gt;


&lt;p&gt;-Zach- &lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/3334662619</link><guid>http://devblog.projectmoldering.com/post/3334662619</guid><pubDate>Wed, 16 Feb 2011 18:58:20 -0500</pubDate></item><item><title>Small video I made showing off the Dark Forest, with a...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/YDpap3vddwo?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Small video I made showing off the Dark Forest, with a transition into the Underwater Cave area.&lt;/p&gt;
&lt;p&gt;Any discrepancies in the video are due to the recorder, not the game itself.&lt;/p&gt;
&lt;p&gt;-Zach&lt;/p&gt;</description><link>http://devblog.projectmoldering.com/post/3281166198</link><guid>http://devblog.projectmoldering.com/post/3281166198</guid><pubDate>Sun, 13 Feb 2011 18:23:00 -0500</pubDate></item></channel></rss>

