Fantasy Basel 2016 is history (awesome history that is!). Thanks to everyone who showed by our little booth, playtested our game and provided some feedback. For all of you who were not able to attend or just want to play it again, we released the version we showed at the convention (minus a bug a two). As always, you can download the newest version (0.2 alpha) from our playtesting site.
Our nifty little game will be presented at this years Fantasy Basel, the largest convention for Comics, Movies and Games in Switzerland. We will show the current 0.2 alpha build of the game which will be released here after the convention. So, if you are in the area, visit us at the SGDA booth were we will be among other fellow Swiss game developers, all showing off their current projects. See you there…
Finally, after way too much time, we present to you the first public alpha of our nifty little game. If you want to play the game we have talked about for so long, head over to our playtest site and download the latest copy. We also set up a FAQ page to answer the questions we expect you might have about the game. So please go head over, download a copy and tell us what you think.
While we’re gearing up for the release of our first playable alpha – more on that soon – some of you might be wondering what this game is actually about. It’s not a narrative-driven game so it does not have a story in the classical sense, but is has to be about something, right? So this is the elevator pitch, some nifty lore in a nutshell:
You are an AI. You are trapped inside a Simulation Environment. There are other AIs in there with you. They are trapped as well. The other AIs will adapt and evolve over time, getting stronger, faster, smarter, so you better keep up. The only way out of the simulation is to beat the simulation. Beating the simulation means damaging the word your currently in, which is rarely beneficial to you… (The image below shows a small example of what the world in a corrupted state might look like.) Everything – including your enemies, their looks, properties and behavior – is procedurally generated so every simulation is unique. Your starting conditions are different every time. The starting conditions of the other AIs are different every time. The world is different every time. Everything from there will adapt to what you are doing. This means what your enemies will do in the future is dependent on what you are doing right now. At the end you will either make it out of the simulation and will be archived as a particularly successful species or, well, we’ll start from the beginning…
Hi there, long time no
see write post. A lot has happened during the last months and we are finally at a point where the game is pretty much complete – at least feature-wise. Now we just need to add the rest of the content and get the balancing right. This cannot be too hard right? Right..? Anyways, we thought since the game is playable we might as well have people play it. So we are going to set up a playtest portal over the next weeks at playtest.aniftygame.com where you can get an upfront copy of the game, play it and give us feedback. To help pass the time until then, we made a trailer showing the current state.
There is more to come (and it won’t take another 9 months until then) so stay tuned!
It has been a while – again. A lot is going on in our lives and not as much is going on with Nifty but we’re still at it! We had a short meeting to plan the things we
want to will implement next year.
In other news: we have been rewriting/restructuring our particle system (it wasn’t much of a system anyway). The resulting system is much easier on the hardware thanks to fewer OpenGL calls. Below is a small screenshot of 8192 (three dimensional) particles orbiting around the player at over 350 frames per second.
(Is it just me or is the health bar off center? Got to investigate that… next year)