A HUGE 80S-STYLE ARCADE GAME
IS APPROACHING FAST
That’s right, Gonna Catcha
being officially released at the end of this week! Available now!
It will be available on itch.io starting tomorrow (March 14, 2014)
Even though I did get the game working on an Ubuntu virtual machine (Linux Mint) a while back:
I still need to do some more work to prepare the game for distribution on that platform, so the game will be Windows-only for the time being.
What else…? Oh right, the issue of payment. The exchange of money for goods and services. Gonna Catcha will be available as a pay-what-you-want title with no minimum.
Whoa, it’s being a while since I posted here. I’ve been so busy getting Gonna Catcha ready for release that I haven’t had the time to make posts. Well, I tried but the post got so long that I got bored of writing it.
There was a video I wanted to accompany another post I wanted to write, but I think I’ll just show it here. During the development of the game, I noticed that the attract mode demo would end in one of two outcomes seemingly at random, despite there being only one set of input files and a fixed seed for the random number generator. Eventually, I discovered what determined which outcome would occur, whether controller input was enabled or not.
That was okay.
I did fix a bug that allowed a player to control/interfere with the attract mode demo using a controller, but this glitch didn’t go away. Here’s the kicker: even non-deterministic elements of the game, the ones influenced by the RNG, i.e. the paths the Wandering and Straying spirits take and the random item that appears near the bottom of the maze are also different between the two outcomes, even though the RNG seed was fixed. Oh well, I think I’ll leave it in; it gives the game character.
Can we go now?
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