Recent Press for Soulcaster

Even 6+ months after its release, we’re still getting some attention from blogs dedicated to indie games.

“The first 240 point game that I’ve reviewed for this little experiment, Soulcaster is one of the best games on the entire marketplace. The game offers moderate length for the price (the game is about an hour and a half long, and has a second “hard mode”), has a fantastic style complemented by the fantasy setting, graphics, and music, and is a refreshing take on tower defense. This is one game that is well worth the 240 price tag it carries.”

StarFoxA/GiantBomb

“Games like Soulcaster are perfect examples of why the Indie marketplace is so important as an avenue for ushering in fresh blood into the game scene.”

Digital Download GameWorld

“Soulcaster is brilliant and will leave any player clamoring more, always the mark of excellent entertainment. ★★★★★”

Kobun’s XBOX Indies

“I don´t know if it´s an RPG, a TowerDefense game or something new entirely – what i do know is that it´s fun! And the retro style rocks.”

IndieNerds.com

Huge thanks to you guys for taking the time to play the game and promote it!

Soulcaster 2 Development Status

Yes, I’m still alive!  A lot has happened in the last couple months, and some of you may have wondered if Soulcaster 2 is still on track.  It absolutely is, but I think it’s going to miss its original “Summer 2010” release date.

Here’s an explanation.  It’s pretty embarassing for a professional programmer to admit to making this sort of mistake, but here goes.

Since the release of Soulcaster 1 I have been working on upgrading the game engine in a variety of ways.  There are a few new features like multi-layered backgrounds and more scripting possibilities.  A lot of changes were also under the hood–essentially, refactoring to make the code easier to extend for future games.  Another goal was to increase the performance.

Here’s the mistake.  I went over two months working exclusively in Windows without testing on target (360) until June.  For some reason, there were frame rate issues, meaning my new “optimized” code was bogging down the 360.  Aha, time to bust out the profiler!  (A profiler analyzes a program while it’s running and reports on various performance issues.)  I checked for memory leaks (garbage collection) and CPU bottlenecks.  Within a week I had the update and draw logic about 75% faster and things seemed fine.

Then I started testing out some of the old SC1 levels to see how they ran on the new engine.  To my horror, the two swarm levels (with over 100 mobs in the scene) completely chunked out on the 360.  We’re talking 5 FPS at some points.  Unacceptable.

I spent another two weeks scrambling to find the performance problem.  What had I changed that killed the performance?  The new features were costing a bit of extra draw time, but that wasn’t it.  I could call the draw function four times per frame and it wouldn’t change anything.  And according to the profiler, the update logic (calculating AI, creature positions, collision, etc.) was 40% faster in the new engine.  It was completely inexplicable and frustrating.  There was some architectural difference between the 360 and Windows, and my profiler just couldn’t track that down.

OK, my debugging was not working.  Time for deductive reasoning.  Let’s go into source control and keep rolling back until we find the version of the code that can’t run the swarm levels anymore, and see what’s been changed.  I rolled back to early July… then June… eventually found the problem to be in the first week of April, at revision 3.  Great!  Now it’s just a matter of finding what changed between revisions 2 and 3.

Another week passed and nothing came up.

Programmers in the audience may want to sit down at this point.  My next move was one of the most dreaded last resorts in software development:  I made a new copy of the Soulcaster 1 code base and put it in a new source control repository called “Soulcaster 2 New.”  Now I am in the process of adding all the features, bit by bit, by copying code from the broken Soulcaster 2 code base.  I’m paranoid enough to test my changes on the 360 several times a day, and so far things are good–much better in fact, since my torture tests can have about 150 monsters on the screen now with no issues (Soulcaster 1 could barely handle 100).

It’s not as bad as losing all my work, but it’s a lesson learned.

So where do we stand?  I have about 15 levels done, and four new tilesets complete.  The game is going to need all new music, but the sprites and sound effects are reused from SC1.  I figured I would post some screenshots to show what’s coming.

Planet Xbox 360 ranks Soulcaster #1!

Gerry Holt writes in Top 10 Xbox LIVE Indie Games You Have to Play:

“This has to be my favorite indie game. It is an old school styled RPG where you play as a wizard who has stumbled onto a land of monsters. It reminds me a lot of NES style graphics with the innovation in a lot of RPGs seen in the SNES era. The wizard happens upon a statue of an archer that speaks to him and offers him a soul orb. This soul orb allows him to summon the archer to fight for the defenseless wizard. Enemies spawn from random orbs on the map. Once the last enemy from that orb is killed, the orb explodes and allows passage to the next section of the dungeon. Along the way, you meet more warrior statues that join you through soul orbs; a knight with melee attacks and a thief who throw Molotov cocktails over walls. Using the extra soul orbs, you are able to summon one of each warrior or multiple images of the same one. You can recall warriors one at a time to replace them using the Y button. This system gives it a tower defense meets dungeon crawler feel. The game features a password saving system similar to Metroid. While you are at that screen just try inputting Justin Bailey, you know you want to. According to the creator this is one of 6 hidden passwords that will activate special things within the game. Soulcaster is an excellent RPG hybrid that only 240 MS points.”

Behind-the-scenes: Soulcaster 2 Level Editor

This is what I’ve been working on in the last few weeks.  There are a few new features, including:

  1. Multiple background layers (sky layer which is drawn above characters, for high walls or canopy)
  2. Animated decorations (e.g. torches, waterfalls)
  3. Base layer tile with optional locked scrolling and autoscroll (quick and dirty parallax or simulated palette animation)
  4. Scripting engine allows floor and trench type gates, so there can be one-way doors, collapsing bridges, cage traps

See the video here and bear with my first attempt at a narrated video:

And part 2:

This may not be too exciting for the average Soulcaster player, but maybe other developers will be interested to see how I made an editor using Windows Forms and XNA.