Bit Blot Forum

Aquaria => General => Topic started by: Scoobajaze on May 23, 2007, 03:32:55 pm

Title: development status
Post by: Scoobajaze on May 23, 2007, 03:32:55 pm
Hi there,

I've heard about Aquaria two day ago or so and I'm totally happy to see that 2D isn't dead already. I've read some topics here and the FAQ but nobody seems to know when Aquaria will be released or better how many % of development are finished. The only thing I've read was Spring 2007...
I don't want to be unpatient but PLEASE FINISH IT! :D How long it takes isn't important but there is so much potential in this game that it would be too sad to never see it. Do you have a hint when it'll be finished?
Sorry for bad english I'm still learning ^-^
Title: Re: development status
Post by: PiSketch on May 23, 2007, 03:51:40 pm
Rumors + Main page all say Windows version will be out Next monthish, and from watching other companies port other games, I'd say about 2-5 months after that for the Mac version.  It's possible that i'm wrong, it's happened before.
Title: Re: development status
Post by: Alec on May 23, 2007, 08:35:56 pm
Right now its the 3rd week of a three week development binge in the states. Three of us spend most of our days cooped up in a tiny office at an undisclosed location, working on the game non-stop. (that's right, we have a special guest developer!) Our routine goes something like this: wake up, WORK UNTIL YOU CAN'T, then go to bed. (peppered with the occasional act of eating food, watching a bad action movie or - very rarely - having a shower)

So yeah, we've been focused on nothing else but getting the game done for a month. Before that we were working on getting the game done and setting up deals. This is pretty much our life folks. :)

This month we've been putting a lot of time into the final section of the game. But we've also been tweaking and adding to the areas that we already finished. We actually came up with a whole new gameplay system to add in - its a lot of fun - and we've been going through the game adding new and better sounds, tweaking animations, improving the particle effects, adding additional storyline content and voice over sections as well as tons of little cool details. On the code side there have been lots of bug fixes, as well as performance optimizations. (complete recode of the particle system!)

Its always a balance between getting the game out soon enough and getting it polished. I think we're still on track to do a good job of both. Believe me, there's nothing we'd like better than for you guys to be able to play Aquaria. :)

(http://zaphire.ca/AQ/Office.png)

Title: Re: development status
Post by: xander on May 23, 2007, 08:49:45 pm
Would it be rude of me to ask when the beta may start, and where I might be able to sign up?

xander
Title: Re: development status
Post by: Alec on May 23, 2007, 09:01:53 pm
Our hopes (hopes!) are to start Beta testing in early June. No word yet whether there'll be a public sign up or if it will be all private and secretive. ;)
Title: Re: development status
Post by: Alec on May 23, 2007, 09:15:12 pm
Haha, I just realized that book is AI Game Programming Wisdom Volume 2.

And we use it as an arm rest.

THAT'S HOW WE ROLL!
Title: Re: development status
Post by: PiSketch on May 24, 2007, 03:52:23 am
I like your computer rig there.  Reminds me of my room.
Title: Re: development status
Post by: Hiro on May 24, 2007, 06:16:16 am
Your room has 3 computers in it? Lucky you.

I wish we knew something about the guest...
Title: Re: development status
Post by: Cobar on May 24, 2007, 06:44:02 am
I bet they have sold their souls for the devil to help them  >:D

If that is the case, please ask him if im going to hell.
Title: Re: development status
Post by: Scoobajaze on May 24, 2007, 01:37:20 pm
Hi there,

first thanx for your replies to my questions :)
seems to be much fun to work on a computergame. I wish you much success for Aquaria and all other projects you might be working on.
Scoobajaze O0
Title: Re: development status
Post by: BMcC on May 24, 2007, 05:16:17 pm
Your room has 3 computers in it? Lucky you.

Four, actually.

Check under the Tastykakes...
Title: Re: development status
Post by: PiSketch on May 24, 2007, 07:04:40 pm
Your room has 3 computers in it? Lucky you.


Rarely.  And then only one of them works.  But no, i was really referring to the mess.  :P
Title: Re: development status
Post by: xander on May 24, 2007, 07:47:37 pm
Heh.  My wife is now working at home.  Her office contains three computers (one of which is mine -- an old G3 that I use to serve up some files), two printers (a laser printer, and a color deskjet), a fax machine, a nice desk, some book shelves, and a couple of file cabinets.  Add to that the lappy, and we can get four computers in the office.  ;)

That, however, does not beat Chuck.  I went to college with a guy named Chuck.  He had so many computers and peripherals that when he turned off his lights at night, we could go stargazing in his room.  There were little LEDs all over the place.  It was almost bright enough that you could read by them.

xander
Title: Re: development status
Post by: PiSketch on May 25, 2007, 04:11:23 pm
 :o   That's impressive...

We have four computers that work most of the time, i guess.  Mine, a 12 inch iBook G3 (Dual USB) Mom's, a 14 inch iBook G3, Dad's, a toshiba windows that none of us like but he has because he can work from home with it, and the communal Core Solo Mac Mini with a hugeawesome screen.

We also have three or four nonfunctioning computers that we should really just sell on eBay.
Title: Re: development status
Post by: Tosheros on May 25, 2007, 11:01:04 pm
June for the beta-test?

I guess it won't be as long as MMORPGs beta test so that mean we can hope to get the final game during holidays. :D
Title: Re: development status
Post by: xander on May 26, 2007, 07:12:27 am
June for the beta-test?

I guess it won't be as long as MMORPGs beta test so that mean we can hope to get the final game during holidays. :D
My understanding is that Alec and Derek are shooting for a June release, not test.  Given that testing has not yet begun, I am a bit pessimistic about that, but I still imagine that the game will be out in the early summer, say July.

xander
Title: Re: development status
Post by: MedO on May 28, 2007, 01:55:16 pm
I'd rather have the game a bit later than have it incomplete or unpolished in some way, just because they wanted to meet some self-imposed deadline. But I think Alec and Derek care too much about making a good game to let this happen anyway.
Title: Re: development status
Post by: Loki on May 28, 2007, 11:56:41 pm
Well, just look at Blood 2. Could've been a great game, if Monolith hadn't rushed it, hadn't scrapped the magic system, and had spent enough time in beta and QA to balance the weapons and work out all of the bugs. So yeah, more beta = fewer bugs = better game.

As for computers, my family has five: One old G4 upstairs, one old G4 that my mom uses for work, a Quicksilver G4 that my dad uses in his recording studio, a TiBook, and my gaming PC that I built (Athlon X2 4600+, GeForce 7800GTX). We're probably going to get another (MacBook Pro?), so my parents can have a Windows-compatible (i.e. BootCamp/Parallels) machine when I take my PC to college in August.

I know this is unrelated, but I for one would most definitely like to see some kind of mod system and level editor, a la Escape Velocity or Unreal Tournament (two of the most well-designed mod systems ever). User-generated content gives a product, especially an indie one with a dedicated fan base, a huge boost and major replay value. Darwinia, Uplink, the Escape Velocity series, and the Unreal series are prime examples of this.
Title: Re: development status
Post by: Alec on May 29, 2007, 12:00:36 am
Making the level editor user friendly would take a least a couple months. :)

So possibly in a later/separate release, but not in the first.
Title: Re: development status
Post by: blackzeroflame on May 29, 2007, 11:54:23 pm
I'd rather have the game a bit later than have it incomplete or unpolished in some way, just because they wanted to meet some self-imposed deadline. But I think Alec and Derek care too much about making a good game to let this happen anyway.

Another game that did this was Advent Rising, i loved that game, but it caught a lot of flack because at had many stupid glitches and framerate problems that could've been fixed with an extra month or two of work and beta testing
Title: Re: development status
Post by: PiSketch on June 01, 2007, 01:20:49 am
Making the level editor user friendly would take a least a couple months. :)

So possibly in a later/separate release, but not in the first.
Even if it's never official, and even if it's extremely UN-user-friendly, I, at least, would use it.  Or try to, anyway.
Title: Re: development status
Post by: Alec on June 01, 2007, 01:34:38 am
I was considering that we could include in the game, but have it be something you have to unlock... like a hidden feature... So only the people willing to cut their teeth on it would give it a shot. :)

My main concern with doing that is finding a way to protect the main game content. I wouldn't want people to be able to edit the existing levels and find all the secrets.
Title: Re: development status
Post by: Zam on June 01, 2007, 03:03:36 am
Eh, I think that the level editor would have nothing to do with finding all the secrets. Unlocking them, yes. (if you have to solve a puzzle that is randomized, or beating a boss) But finding them...People are going to post guides and spoiliers. It's part of how the gaming community is right now.

Having to unlock the level editor, however, would be seriously cool.


   _
 ( ((
  \ =\
 __\_ `-\
(____))(  \--------
(____)) _ 
(____))
(____))____/----
Title: Re: development status
Post by: Alec on June 01, 2007, 03:07:11 am
Yeah, but with a walkthrough at least the player is still playing through the game and experiencing it, even if they can read about what's coming up. Its not the same as being able to see the whole map laid bare in the game engine itself.
Title: Re: development status
Post by: xander on June 01, 2007, 06:45:33 am
I was considering that we could include in the game, but have it be something you have to unlock... like a hidden feature... So only the people willing to cut their teeth on it would give it a shot. :)

My main concern with doing that is finding a way to protect the main game content. I wouldn't want people to be able to edit the existing levels and find all the secrets.
Would it be possible to encrypt the main game content?  I know that is what Introversion did with Uplink -- the main game content is editable, but you have to decrypt it, first.  It wouldn't necessarily be a huge burden to certain people, who have the time to hack it apart, but it would be a hurdle to get over.  Also, if you have a level editor, it is kind of nice to be able to see the original scenario, to see how the game was put together in the first place.  It is a good way to get hints for building levels.

That being said, I am more of the hack it apart mentality, and even if you don't include a level editor, I am liable to attack the files with a hex editor to figure out how it works, and what I can make (after finishing the game first, of course).

xander
Title: Re: development status
Post by: Alec on June 01, 2007, 06:57:59 am
I just hacked up a Mod framework today. :)

The main content will be packed away. Then there's a mod directory, wherein mods can be created. It'll start off with a template mod that has a few levels and examples for people to start messing with.

The editor will be fairly cryptic - it was built for speed, but as long as people are willing to read instructions first, they should be fine. So with any luck we'll be able to include that in the release.
Title: Re: development status
Post by: Alec on June 01, 2007, 07:08:14 am
Update: More info on this thread (http://www.bit-blot.com/forum/index.php?topic=131.msg1451#msg1451)

(http://zaphire.ca/AQ/selectmod.png)

WIP Mod selection screen

Each mod directory has a ModIcon.png that can be set to whatever the mod creator wants.

Mod directories are rescanned when the mod selector is opened. The level editor can access both tile graphics from the main game content and the current mod directory's graphics folder.

(http://zaphire.ca/AQ/mod_directory.png)

"~" before a texture name means its found in the Mod directory's graphics folder, not main content.
(recently changed this to "@")

(http://zaphire.ca/AQ/mod_tileset.png)

Creating a super lame level:

(http://zaphire.ca/AQ/mod_lamelevel.png)

ModInit.lua gets called when the mod launches:

(http://zaphire.ca/AQ/mod_script.png)

Latest: Changing the ~ character to @, since ~ may at some point be used in valid / non-mod paths.
Title: Re: development status
Post by: PiSketch on June 01, 2007, 07:23:21 am
Looks sensical.  Will this simply be ported to OSX along with the game itself, be within the game, or will the editor be redesigned for OSX?

Huh.  My spell checker recognizes "Sensical" as a word.  Lol.
Title: Re: development status
Post by: Alec on June 01, 2007, 07:25:57 am
Editor's built into the game, so for the mac port we'd have to:

- figure out some directory crap

- reconfigure the keys to fit the mac keyboard better

In Mod mode you can hit TAB to switch between editing the level + playing it.
Title: Re: development status
Post by: PiSketch on June 01, 2007, 08:24:51 am
Quote
Editor's built into the game,

<Snip>

In Mod mode you can hit TAB to switch between editing the level + playing it.

These two points I find very interesting.  In a good way.

A Very Good way.

I love the idea of being able to rapidly change between playing/creating.  Something i've often wished for in EVN, and SketchFighter less so.
Oh, would it be possible to get around the Directory crap by storing the mods in the same folder (Or a subfolder thereof) as the game itself?  I don't know much about windows, and certainly nothing about the directory, but... Oh, i dunno.  You guys just do whatever's easiest/best.

Title: Re: development status
Post by: Alec on June 01, 2007, 08:41:55 am
The directory stuff is that on Mac everything's in the application bundle right now. We'd want the mod directory to not be in the bundle. I'm just not sure how to access directories that aren't in the app bundle yet.
Title: Re: development status
Post by: xander on June 01, 2007, 04:13:44 pm
The "correct" place for mods is probably ~/Library/Application Support/Aquaria .  Applications belong in the /Applications or ~/Applications directory, and should not contain writable files.  ASW are trying, it seems to move in a direction where applications are fully contained in their bundles, and extra files go in their appropriate places in ~/Library , i.e. DEFCON.  As such, mod data probably belongs where I stated above.  Though, of course, you would have to speak to the developers there to get it sorted.

PiSketch:  I agree about being able to switch back and forth from the editor to the game.  That is a great feature.  It made life much easier when modding Darwinia.  And, Alec, a cryptic modding system isn't necessarily a bad thing -- it should provide a low hurdle for people to go over which will prevent a flood of crapmods.  ;)  And no matter how cryptic it is, people will figure it out eventually.

xander
Title: Re: development status
Post by: Alec on June 01, 2007, 09:28:05 pm
Yeah, I've been lectured about the library directory already. ;)
Title: Re: development status
Post by: xander on June 01, 2007, 09:36:32 pm
Yeah, I've been lectured about the library directory already. ;)
Heh.  It can take some getting used to, but it makes sense once you get used to it.  ;)

xander
Title: Re: development status
Post by: Ixis on June 05, 2007, 11:03:16 pm
This mod stuff fills me with fanboyish glee jelly. Can we mod the characters, npcs and enemies as well? And I'm all up for waiting on a user-friendly mod-engine. :P
Title: Re: development status
Post by: Loki on June 06, 2007, 02:29:00 am
Quote
Editor's built into the game,

<Snip>

In Mod mode you can hit TAB to switch between editing the level + playing it.

These two points I find very interesting.  In a good way.

A Very Good way.

I love the idea of being able to rapidly change between playing/creating.  Something i've often wished for in EVN, and SketchFighter less so.
Oh, would it be possible to get around the Directory crap by storing the mods in the same folder (Or a subfolder thereof) as the game itself?  I don't know much about windows, and certainly nothing about the directory, but... Oh, i dunno.  You guys just do whatever's easiest/best.



Man, do I wish EV Nova had the capability to test the damn mods without having to quit ResEdit/MissionComputer, load them into the EV Plugins folder, and then fire up Nova, only to find out that your projectile has the wrong flags on it, etc.

So yeah, integrated mod editor = win. That's what made editing LodeRunner (the Mad Monk's Revenge, in particular) so fun - if you wanted to test out timings on disappearing blocks or teleporter links or something, you could just hit the "test" button.

I also agree with Xander about Library/ApplicationSupport; as a longtime Mac user, I can tell you that it will make a lot more sense once you start playing around with it. Also, I would recommend putting a link/alias to the mods folder in the main application directory, just for ease of access.  And if you want noobs to stay out of the game files, just encyrypt them like IV did with Uplink and Darwinia, but please, don't put them entirely outside of player access. Making the editing system cryptic is much better than inaccessible. Plus, it gives us wannabe hackers something to take a whack at.
Title: Re: development status
Post by: Assault on June 07, 2007, 02:11:03 pm
Seeing as this game is progressing nicely; I guess I wont be the one to buy the first copy after all  :(
I'm flying to the U.S for a few months. So if the game is released in this time period, I'll loose the chance to post the most common spam message on the net: "FIRST!". Hope by the time I'm back the game is released and sold well.

Save me a copy! :D
Title: Re: development status
Post by: p3ter_st0ry on July 21, 2007, 09:27:30 pm
Any idea yet wether you're going to release a public beta or just keep it private?
I'd really like to get my hands on a beta version of this game.

Oh, and talking about computers,  I have 8 computers, 10 if you count the ones I'm working on fixing.
Title: Re: development status
Post by: Scoobajaze on August 17, 2007, 02:18:36 pm
Hi there,

is there anything going on with the development? I can often see threads about mods, controllers and much other stuff to talk about after releasing a game. Have I missed something??? I don't see the point in discussing things like the available platforms, possibility of mods or other things that belong to finished games...
So when is it going to be released? Or better: Is it ever going to be released?? You could at least put away that really annoying message on your website that says:
RELEASED IN SPRING 2007... I think this is kinda ridiculous to have that there since 3 months without even releasing a demo
Title: Re: development status
Post by: Zam on August 17, 2007, 03:35:41 pm
***zamzx looks at Alec and says "Since you're sleeping right now, the community can take care of this" ***

First off, where does it say that it was released in july? The only time he mentions  a release date in the blog is a tentitve _possible_ release date. The other threads about mods (started by yours truely) controllers, platforums, ect. Are all about what people want/think/hope to be in the game. The creators of Aquaria (Alec and Derek) are both active on these fourms and take into consideration what people suggest/think about things. I can see how you got confused about the spring thingy, but it clearly says on the blog : "As for the game, as you’ve all probably guessed, its going to be delayed so we can polish ‘er up nice. We started early beta testing last week. We’re working with just a couple hardcore testers right now, so that we can really focus on polishing up the whole experience before we expose the game to a larger testing group.

Things are going well, and the game will be a many times better thanks to the testing process. But it will take time. So what’s our estimated release date now? Well, we’re not going to pick one just yet! For now we’ll say, “its done when its done”


That's timestamped at july 2'd. There's only two more blog entries after that, neither mentioning the game release.
Anyway.

 Welcome to the fourms!   ;)
Title: Re: development status
Post by: KingAl on August 17, 2007, 03:40:31 pm
Ultimately, I don't care much about when it comes out - any delay just means that what is eventually released will be better (and, as an added bonus, that I'll have the money to spare to buy it...).

And spring, you say? They've got till November from where I'm standing ;)
Title: Re: development status
Post by: Scoobajaze on August 17, 2007, 03:49:49 pm
***zamzx looks at Alec and says "Since you're sleeping right now, the community can take care of this" ***

First off, where does it say that it was released in july? The only time he mentions  a release date in the blog is a tentitve _possible_ release date. The other threads about mods ------------ (started by yours truely) ----------

Please correct me if I'm wrong but, do you wanted to say that i started these threads? My English isn't very good so it is possible that I've missunderstood you... I was just wondering why there are so many confusing threas here. Some of them have even screenshots of the installation so I was/am really confused about the status of development...

SORRY I DUNNO WHY IT LOOKS LIKE I'VE QUOTED EVERYTHING... I ONLY WANTED TO QUOTE THE PART UNTILL THE ---------'s

The last edit: Thanx KingAl ;-)
Title: Re: development status
Post by: Sfiera on August 17, 2007, 04:38:01 pm
"Yours truly" is an English expression meaning "me." Also, is it possible you wrote "[ quote] (quoted text) [ quote] (your text)"? You need the second one to be "[ /quote]" to end the quote (without the spaces after the "[").


The place where it still says Spring is the webpage for Aquaria itself (http://bit-blot.com/aquaria/). Personally, I think it ought to be amended to say "Mac" too, but it's likely that a minor page like that has just been overlooked. The best news is of course the front page, which I think is fairly clear about it not yet being released.
Title: Re: development status
Post by: Alec on August 17, 2007, 05:32:15 pm
Its getting there. :)
Title: Re: development status
Post by: p3ter_st0ry on August 20, 2007, 02:04:27 pm
Yay! :)
Title: Re: development status
Post by: Tosheros on August 20, 2007, 06:58:19 pm
I guess it won't be easy to mod our own charachters or objets in the game. But after looking a screenshot of the editor it looks like we can introduce any unmoving image that we want in the game, can't we?
Title: Re: development status
Post by: Alec on August 23, 2007, 06:56:58 am
Animation Editor will be included too, requires scripting to bring an animated character into the game.
Title: Re: development status
Post by: Zeno on August 24, 2007, 04:31:28 pm
So, will it be possible to create total conversions?
Title: Re: development status
Post by: KingAl on August 24, 2007, 04:43:38 pm
Well, it's confirmed you'll be able to design and script your own characters and provide your own art. How 'total' did you have in mind?
Title: Re: development status
Post by: Alec on August 24, 2007, 07:12:55 pm
You probably won't be able to change the main character too much. You might be able to replace the skeletal file, [effectively letting you make Naija look like anything, as long as you meet certain requirements] at some point, but I don't think its possible yet. The controls for the player are hard coded, so they won't be able to be changed that much.

The main menu and other hud elements won't be able to be replaced either, at least not in the first iteration.

The main focus will be to let you make new environments for Naija to explore using the Aquaria game play systems. You'll be able to script and animate new creatures, make up your own weird puzzles if you like, create an area with all your own images or use graphics from the game, use the included music + sounds or your own... etc.

It should be possible to create a whole side story adventure if you wanted to.

As more people fiddle with the tools, I'm sure we'll figure out what other weird things are possible, and I'll probably release some  patches to make the editing process easier after we get feedback from people who have tried it out.

Someone pm-ed me about doing a full conversion of AQ to make a remake of Exile (http://en.wikipedia.org/wiki/Exile_(arcade_adventure)). I don't think it'll be completely possible with the first release version, since you'd have to replace the character and add some extra functionality to the controls. But it might be doable in a later release.

Creating the level and enemies would be easily done from the get go, tho.
Title: Re: development status
Post by: ArcticSwan360 on August 26, 2007, 09:54:13 pm
I don't mean to sound impatient or anything, but is there an estimated month when this will be available?
Title: Re: development status
Post by: Alec on August 26, 2007, 10:25:14 pm
We gave up trying to estimate a release date.  ^-^

For now its "done when its done".

Right now we're in the testing and polishing phase. The polishing is fairly involved, and it often means adding new content or retooling some sections of the game.
Title: Re: development status
Post by: p3ter_st0ry on August 27, 2007, 02:26:36 am
That's fine  :)
Just as long as it gets done, I'm sure all of us will be satisfied.

How long did it take Microsoft to finish up Vista? Something like 5 years  :P


Title: Re: development status
Post by: xander on August 27, 2007, 06:13:25 pm
At least this isn't Duke Naija Forever.  ;)

xander
Title: Re: development status
Post by: ArcticSwan360 on August 28, 2007, 06:58:42 pm
So far as we know, it isn't. And I care much more about this game than Duke Nukem, even if I really want to play Forever.
Title: Re: development status
Post by: Tosheros on August 29, 2007, 10:55:38 pm
Well, if there is no release date, can you tell us if we have to wait 2008 or not? :-\
Title: Re: development status
Post by: 2disbetter on October 12, 2007, 01:12:20 pm
That's fine  :)
Just as long as it gets done, I'm sure all of us will be satisfied.

How long did it take Microsoft to finish up Vista? Something like 5 years  :P

Kind of like comparing apples and oranges.

An Operating system, despite how poorly constructed it is percieved, is far more entailed and complicated than a video game, even a really good one.

Duke Nukem Forever, that was a good approach.

2d
Title: Re: development status
Post by: KingAl on October 12, 2007, 02:43:14 pm
Kind of like comparing apples and oranges.

True - I can live without Vista ;)
Title: Re: development status
Post by: p3ter_st0ry on October 15, 2007, 12:47:38 am
I suppose you may be right 2disbetter, sorry for my poorly constructed comparison  :( I'm sorry it wasn't up too par...  :'(

I too can do without Vista, here's to hoping that Microsoft's next operating system keeps the flair, but drops the hardware requirements (anything over 256 megs RAM required is way too much in my opinion).
Title: Re: development status
Post by: Zeno on October 15, 2007, 01:11:04 am
I suppose you may be right 2disbetter, sorry for my poorly constructed comparison  :( I'm sorry it wasn't up too par...  :'(

I too can do without Vista, here's to hoping that Microsoft's next operating system keeps the flair, but drops the hardware requirements (anything over 256 megs RAM required is way too much in my opinion).

... Seriously?

I didn't even know they still made computers with that little RAM.
Title: Re: development status
Post by: luciferin on October 15, 2007, 05:33:50 am
... Seriously?

I didn't even know they still made computers with that little RAM.
"They" don't make them.  But just because you have the RAM doesn't mean you want your OS to use it all.
Title: Re: development status
Post by: Hiro on October 15, 2007, 07:23:31 am
Yeah. Its one of the reasons XP is still better for gaming, more ram left over for your game. ;)
Title: Re: development status
Post by: Xocrates on October 15, 2007, 10:06:30 am
Quote
Vista

*shivers at the horrible memories*
Title: Re: development status
Post by: Stalfos on October 15, 2007, 01:46:45 pm
Funny fact about Vista...

Lately, we recieved a laptop at the office, that came with vista outta the box. As it was my first time seing the OS, I wanted to check it by simple mean of curiosity... took me 19 seconds to crash the whole machine.

Since then, Vista is pretty far in my "Prefered OS list"...

Anyway... what was the main topic? ::)
Title: Re: development status
Post by: Tosheros on October 15, 2007, 10:14:53 pm
When should we be able to play the game I think.
Title: Re: development status
Post by: p3ter_st0ry on October 17, 2007, 01:24:24 pm
I'm ashamed of my beloved apple! Leopard's going to take 512megs!!! And a 800mhz processor!!! I hope the operating system doesn't take it all; I know I was able to get 10.2 on 64/128 (64 barely) megs when the bare minimum was 256. I'll be gnashing my teeth in some dark corner if it does.


Anyway!!! GO BIT-BLOT!!! You CAN do this!!!
Any chance we might be getting another little peak  at Aquaria? :o

Oh, and will Aquaria be Universal (plz, plz, plz, plz, plz, plz, plz, plz, plz!!!)?
Title: Re: development status
Post by: shinygerbil on October 23, 2007, 10:44:38 pm
I'd be pretty surprised if Aquaria wasn't a universal binary. Then again, I don't know how Ambrosia roll. From the sounds of things, however, they're pretty thorough, and always deliver satisfaction.
Title: Re: development status
Post by: Alec on October 24, 2007, 12:07:13 am
Yea, its universal.
Title: Re: development status
Post by: p3ter_st0ry on October 24, 2007, 11:20:02 pm
Thank You! :)