Rezzed and Beta8 plans – art upgrade!
March 17, 2015 in Announcements by Tom
Here’s an update on what I’ve been doing and what’s coming up for Lenna’s Inception!
Topics:
- Rezzed
- Artistic upgrade
- The plot and the ending of the story (no spoilers)
March 17, 2015 in Announcements by Tom
Here’s an update on what I’ve been doing and what’s coming up for Lenna’s Inception!
Topics:
January 29, 2015 in Announcements, VAT by Tom
It’s been a tense month trying to figure out my response to the new EU VAT rules, but in the end Leaf, operator of itch.io came to the rescue! itch.io now offers the option of handling VAT for indie developers, which is really awesome! 🙂
You can buy Lenna’s Inception on itch.io:
And finally, finally, I can release beta7 to you today, which includes these lovely new features:
December 27, 2014 in VAT by Tom
I might be forced to halt purchases of Lenna’s Inception through itch.io in January due to new EU laws. The details of why (in my rant below) are quite tedious, but please be assured that:
As I write this, you can still get it on itch.io. If you want it soon, buy it before the 31st December:
The owner/operator of itch.io has said that he is working on EU VAT compliance, so it’s possible that nothing might change for Lenna’s Inception come January. Although it is still quite hard for me to imagine what he would be able to do.
If you’re reading this in January, while the game is unavailable, and you really can’t wait for it:
October 28, 2014 in Announcements by Tom
Lenna’s Inception version 0.6 (beta6) is live. Get it from the usual place. (There was no beta5, I’m just doing a Windows 9.)
As per usual, in order to access most of the new features you’ll need to visit the starving artists’ house in the town and speak to the NPC inside to regenerate your maps. This won’t cause you to lose any progress.
By the way: I’m going to be giving at talk about procedural generation at the start of #procjam on the 8th of November. Tickets have already sold out for attending in person, but the talks will be streamed online! Check the website and @procjam to keep up to date on the details for that.
I strongly encourage you to take part in the jam as well if you’re curious. I’m really looking forward to it!
Features:
September 16, 2014 in Announcements by Tom
Lenna’s Inception version 0.5 (beta4) is live. Get it from the usual place.
As per usual, in order to access most of the new features you’ll need to visit the starving artists’ house in the town and speak to the NPC inside to regenerate your maps. This won’t cause you to lose any progress.
Features:
Bugs fixed:
Polish:
September 15, 2014 in Procedural Generation by Tom
I’ve put up the second article on procedural generation in Lenna’s Inception over on my dev blog at bytten-studio.com. Go check it out!
In the previous post in this series we saw how terrain is generated and how the procgen system decides each area in the world will be connected, which controls the progression of the player through the game. In this post I explain how the contents of those distinct areas are filled. As mentioned earlier, while Binding of Isaac and Spelunky use hand-designed templates to generate this content, Lenna’s Inception takes a different approach.
This part of the procgen system is aware of the spatial relationships between objects. By formalizing (making strict machine-readable rules) the constraints each kind of tile places on its neighbors, the system can choose where to place randomized objects without breaking the game. As an example rule, a cracked rock requires floor next to it so that a bomb can be placed there. If it was placed next to some water, the bomb would sink and not blow up the rock. The system understands this could prevent the player from progressing and will not by default put water next to cracked rocks.
…
September 8, 2014 in Procedural Generation by Tom
I’ve started a series of posts on procedural generation in Lenna’s Inception over on bytten-studio.com. Go check out the first part!
I regularly get asked how the overworld is generated. I actually started writing it up in a series of blog posts here on bytten-studio.com last year, but it became difficult to keep this up to date with the implementation. The implementation was changing too much and too often!
Things have stabilized somewhat now, so in this two-post series I’ll give an overview of how the procedural generation in Lenna’s Inception works. I’ll skip over some of the details to keep the length down, but if you need more detail on something specific for your own project(s), I’m more than happy to help you. Feel free to contact me on twitter or by email, but please try to understand that my time is very limited!
Procedural map generation in contemporary video games tends to fall into two categories:
Lenna’s Inception doesn’t really fit neatly into either of those, because while it’s linear, it doesn’t rely heavily on hand-designed room templates. It takes the linear gameplay of the first category and and increases the degree of freedom of the procgen system to a level comparable to the second category.
Let’s start by taking a look at the design of some of the most closely-related games that use procedural generation and randomization.
…
The second part of this series (and its conclusion) will be on Monday next week.
August 15, 2014 in Screenshots by Tom
As a bit of an aside before we get into the screenshots, I’ll be demoing Lenna’s Inception at the Cambridge Computer Museum next Friday for a BYOB retro videogame night. If you happen to be in Cambridge (England) on Friday, come along and share a beer with me! 🙂
Wednesday is the birthday of H.P. Lovecraft, author of “The Call of Cthulhu”! Here’s a Lovecraft-inspired cutscene I’ve been working on:
Translated from R’lyehian: “In his abode in Daevr, Death waits dreaming.”
It’s possible to beat the dungeons and work through the storyline out of sync and out of order, so I’ve scripted a slightly altered palace cutscene that takes place if you found the prince before he gets kidnapped:
It’s not Charles Darwin’s birthday for another 6 months, but I’ve also been working on pet evolution. Check out this evolved FriedChicken in action:
To be honest, calling this metamorphosis process “evolution” would not be a good way to honor Darwin.
August 1, 2014 in Screenshots by Tom
Quick reminder first: beta3 is available right now. Among other new features, it includes randomized potions and tunics. Go and download the update if you haven’t already!
If you’ve been collecting the lost library books, you might have noticed the title of one of the books hints at an intelligent race of bears. Although I haven’t written the content of the book yet, these bears are now wandering around in my development builds!
July 31, 2014 in Announcements by Tom
Lenna’s Inception version 0.4 (beta3) is live. Get it from the usual place.
As per usual, in order to access most of the new features you’ll need to visit the starving artists’ house in the town and speak to the NPC inside to regenerate your maps. This won’t cause you to lose any progress.
Features: