Help Us Name Tasty Planet 2

Posted by James on July 2, 2010 under General | 45 Comments to Read

Update: Thanks for the Tasty Planet 2 name suggestions everyone, the name we went with was Tasty Planet: Back for Seconds. The game is now available.

We aren’t too far off from releasing Tasty Planet 2 so we really need to come up with a final name. For a variety of reasons we want to name it “Tasty Planet: Some Subtitle” instead of “Tasty Planet 2”. So far we haven’t come up with anything amazing. The game has you traveling to different time periods and eating them, so we have been trying to come up with a play on words involving eating and time travel.

“Tasty Planet: Snack to the Future” (a play on the movie “Back to the Future”) was one of our favorite ideas but we found out that another game already used “Snack to the Future” (and put a little trademark symbol on it), so that one is out.

A few other names that I don’t mind (but don’t love either):

  • Tasty Planet: Snack Time
  • Tasty Planet: Snack in Time
  • Tasty Planet: A Morsel in Time

Actually one of my favorites ideas is “Tasty Planet: A Link to the Repast”… Pretty funny if you’re familiar with “The Legend of Zelda: A Link to the Past”. Unfortunately most people will not get it.

We could also go the Die Hard route – “Tasty Planet 2: Tastier Planet”.

Or how about Tasty Planet: Too Tasty?

What do you think of those names? We would love to hear your suggestions!

Preview Screenshots Of Tasty Planet 2

Posted by James on under General | 11 Comments to Read

Tasty Planet 2 is really coming together. I took some screenshots to show everyone what it is looking like (note that the HUD elements are not in there). Usually when I take screenshots to release to the press I spend a lot of time trying to capture the perfect situation (sometimes I even play the game in slow motion to make sure that everything is just right). Not so with the screenshots – I just quickly grabbed a few from different levels (the goo’s eyes are even in the middle of a blink in one screenshot – the horror!).

There are still a few tweaks that we need to do, but overall we’re really happy with the look. What do you think?

Console Commands

Posted by James on June 15, 2010 under General | 2 Comments to Read

During development it is extremely helpful to be able to enter “cheat” codes. Often I want to quickly get to a certain part of a level to test out a new feature – so I need the ability to grow the goo quickly to a certain size or to increase the game speed. To do this I implemented a console screen in development mode, which allows me to type in commands. These commands are actually processed by the scripting language Lua, so they can be as simple or as complicated as I need them to be.

In addition to cheat codes, I can also quickly implement rarely used or complicated editing features instead of going through the trouble of adding a graphical user interface. Using Lua makes this particularly easy because the console commands act as a true programming language. I can query the status of certain game elements, store things in variables… anything that I need to do.

Having a console makes many aspects of development of much easier – that’s why so many games have consoles built in.

The game is really coming along. A lot of the art and levels are done. I’ll be posting some new screenshots and maybe a video soon.

Merry Christmas!

Posted by James on December 23, 2009 under General | Be the First to Comment

Have you been naughty? Santagnan challenges you to a duel!

Have you been naughty? Santagnan challenges you to a duel!

Here are some last minute gift ideas:

The Three Musketeers: The Game

Tasty Planet

Laser Dolphin

Jack of All Trades

Not that I’m biased or anything.

They are all digital downloads, so you’ll get them instantly.

New Computer Speed

Posted by James on December 2, 2009 under General | Be the First to Comment

All 4 cores are working

All 4 cores are working

I’ve been playing around with my new computer. I wanted to see how much faster it is than my old computer so I’ve been doing some tests on common tasks that I do: compiling game, running scripts, booting game, reloading game scripts, etc. Everything is at least twice as fast, with some things much faster.

The most impressive result so far is compiling The Three Musketeers: The Game. On the old computer it took over 4 minutes. On the new computer it takes 2 minutes with normal settings. However, there is an option in Visual Studio to compile using multiple processes. Using the /MP8 directive causes the compiling to split up into 8 processes. This fully utilizes the 4 cores of my i7 processor (we use 8 processes instead of 4 to take advantage of hyperthreading). The build time using this mode is 30 seconds. Very impressive.

New Dev Computer

Posted by James on November 25, 2009 under General | Be the First to Comment

New Computer

My New Computer is Nesting (in wires)

You need the right tools for job… And my tools were getting pretty rusty. My old computer was a mid range computer from 3 1/2 years ago. It would be fine for someone who just uses the computer for the web and email, but I work on this thing all day long. I probably should have gotten a computer last year sometime, as my old one was giving me problems and slowing me down towards the end of development on our last game.

Here are the specs on the new computer…

  • Compucase 6C28B Case (cheap case)
  • Gigabyte P55M-UD2 Motherboard
  • Intel Core i7 860 Quad Core Processor
  • 8GB G.SKILL Ram
  • Asus Radeon HD 4650 1GB (Could have gone faster, but I don’t do much high end gaming on PC)
  • Crucial CT128M225 128GM Sold State Drive (Super fast storage drive for Windows and programs)
  • Seagate Barracuda 7200 1TB hard drive (Main storage)
  • Windows 7 Professional Edition 64BIT (switching from XP… we’ll see how this goes)
  • LG Lightscribe DVD burner (I use the lightscribe for making evaluation copies of my game)

I cut corners where I thought they wouldn’t make a difference, and went for some beefy parts where I thought that it mattered. The most impressive parts are the processor and the solid state drive. Both are super fast.

I kept my dual 19″ monitors (4:3, not widescreeen) from my old computer. These are nice for now… but I could always use more desktop space :).

I’m a bit worried about switching to Windows 7 from XP. So far there haven’t been too many issues. The worst thing so far is that there are no drivers for my scanner.

Dingo Vacation

Posted by James on November 18, 2009 under General | Be the First to Comment

Kris in front of Ski Hill

Kris in front of Ski Hill

After working for so long on Musketeers we needed a break. So we took a quick vacation up to Whistler last week (we live in Vancouver so it’s only two hours away). There isn’t much activity up there at this time of the year, but we had a great time

Now we’re back at work again!

Who Is Dingo Games?

Posted by James on November 12, 2009 under General | 2 Comments to Read

logo-just-dog

This blog is new, so I thought that I should write a little about Dingo Games.

My name is James Sayer and I started Dingo Games around 2003 while I was still in university studying Computer Science. The first game I made was a space trading game called Jack of All Trades. Later I made the sidescrolling underwater game Laser Dolphin.

I met my future wife Kristin doing varsity fencing. We made the “eat-em-up” game Tasty Planet together (Kris is an artist and was studying graphic design). We got married, moved from Toronto to Vancouver, and made The Three Musketeers: The Game.

That’s a quick summary of Dingo Games so far.

Welcome!

Posted by James on November 3, 2009 under General | Read the First Comment

logo-just-dog

Welcome to the Dingo Games Blog.

I plan on using this space to talk about the games that we make at Dingo Games and the process of making said games.