Simple Build 20220608

A new build of Simple is available at https://pistolshrimp.itch.io/simple.

simple

  • Fixes for running executable from certain unique paths.
  • UI: Add support for changing script text size.
  • UI: Fixes for entering numbers in different locales (commas/period separators).
  • UI: Line number display fixes.
  • UI: Add unique button for dropping in to a local multiplayer game.
  • Physics: Collision body damping properties work better.

view

  • Fixes for certain OpenGL failures.

Questions about using Simple? Join our Discord.

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Join Pistol Shrimp’s Discord

discord logo

Are you lonely? Forget social networks, dating apps, or sock hops. What you need is Pistol Shrimp’s Discord!

Since releasing Simple and our Melee content, we’ve heard and seen some of what the community has been able to do with almost no guidance. We know these things are very early works in progress, so we wanted to create a venue for discussion focused just around them. Whether you’re trying to learn how to play with Simple, figuring out how to get some networked Melee going, or made something really cool you want to show to us, this will be the place to do it.

If you want to hang out with us and the rest of the creative (or just very brave) community, join us at https://discord.gg/rasVCDmYKp.

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Simple and Melee Gameplay Now Available

Simple editor alongside Chmmr in the game

Pistol Shrimp is excited to announce the very early release of Simple, our development tool for The Ur-Quan Masters 2. We’re also releasing some sample content, including our in-development Melee gameplay. This means you and your friends—or enemies—can start playing and tinkering with a slice of our game.

Now, before you get too excited—we’re the excited ones here, remember—we want to make sure you know what to expect. Our tools and content are under heavy development and far from finished, and there will be lots of rough edges on display. (We’ve only had a limited number of devices to test on, and we’re a very small team!) We expect to provide updates to Simple on an ongoing basis, and we’ve made a start at some documentation. Additionally, our twice-weekly livestreams are a good source of information and examples.

We made Simple for us, but at heart we are explorers, experimenters, and tinkerers. We want anyone with curiosity to be able to try making and playing with things, even if they’ve never tried before. With that in mind, we’re happy to be able to license the Simple binaries under a Creative Commons license and the example/Melee content under an MIT license. Play, create, have fun, and share with others freely. We want to know what your experience is like, and we especially want to see if you make anything wild, weird, or fun!

Simple and the content we’re providing are free for everyone. If you like what we’re doing and want to support us in developing The Ur-Quan Masters 2, you can hit our itch.io page linked below. We’ll also have a Patreon coming online soon! Follow these links to get started:

Questions or feedback? See the FAQ or comment on Reddit.

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Simply Going Wild

Screenshot of the Simple tool from a stream with Fred and Dan

When we started working on UQM2, we knew we would want to involve the community: starting a subreddit, conducting live streams of work, and eventually arriving here at our next weird and wild experiment.

Very shortly, we will be providing a copy of the development tools we use and our own, real Melee data for anyone to play with and enjoy. This means any of the work you see Dan doing on stream is something you, too, will be able to do. You could make a new ship, play networked Melee with a friend (or enemy), or even make entirely different gameplay!

What we’ll be giving you is in active development and by no means complete. It is something which we are using to build UQM2, though, and will continue to improve. In addition to the help we’ll receive from everyone using and having fun with our tools, we’d like to set up a Patreon page where you can support our active development. If it is wildly successful beyond anyone’s imagination, you may even help us avoid the need for a costly crowdfunding campaign, and UQM2 will be even better for it.

What do you think? What questions do you have? Discuss with us on Reddit!

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Stream Highlights: 2/25/22 – 4/8/22

Diagram of AI systems in script

Some day I won’t procrastinate so much, but I keep putting it off. Here are the stream highlights from the past – counts fingers – 7 weeks! Crikey. Well, as they say in showbiz: leave them waiting more. Or was it wanting more? I don’t remember. I’ve been putting off improving my memory too. Speaking of memories, here are some short to long highlights of my favorite bits from the streams!

At the end of the last highlight chunk and the start of this one, Fred and I had spent some time working on a first pass of Melee AI that supported code making smart decisions (like calculating navigation and shot trajectories) while letting me have script control to customize behaviors and support unique ships. Some highlights from continuing to specialize the AI, support ships with unique input, like the Kohr-Ah and Melnorme, and a complete refactor of how script managed the AI controls:

If you want a detailed technical walkthrough of the AI script refactor and how it’s authored, there are some longer clips where I tried to describe what was going on:

Our goal with this pass was not to create a final AI, but to explore it enough so that we had confidence in our methods – especially when it came to supporting newer, wilder ships and modding – and understood a little better what the remainder of the hard work would be. We were really satisfied! It’s very cool how little ‘smarts’ an enemy ship needs to be convincing and interesting to fight against. We still will have a lot of work to do, but it made sense to move on.

Different parts of the game are always at different levels of completion. I talked about this on stream somewhere, but if having a short, detailed experience is vertical (picking up some minerals, playing a Melee battle), then a long, less-action-packed experience is horizontal (flying between stars in hyperspace, exploring the planets in a star system). Right now, we have a lot of vertical experiences but haven’t focused as much as on the horizontal experiences. Part of this is just because we haven’t tried building them, but also because we didn’t necessarily have good support structures to make those horizontal experiences fun, like having reasons for resource acquisition/loss. Several of the streams were focused on creating these supports using UQM1 as a model or exploring examples of things we could do within them, enriching the long play experience:

In addition to just supporting a lot of the things that UQM1 does, we have ideas for some more experimental game experiences, many of which we’ve sourced from all of you! Among these is the idea of creating what we call Melee puzzles/minigames, which let you take the familiar Melee ships into an experience where the victory condition is not just defeating the other ship. I explored a couple of prototypes around that, and the second one was motivated entirely by community comments (nice job, community!):

On the topic of experimental experiences, one of the biggest and wildest is allowing players to play cooperatively in the adventure mode. A lot of these ideas exist in our head and sound fun, but building support structures to let us prove it and actually trying to prove it is way better than thinking it sounds cool. We never really know until we try. In the first clip, basic support for having two players participate together against an AI in Melee is shown, and in the second I show just one prototype of how co-op can support different kinds of play:

We got a really clever, game-changing feature a couple weeks ago for the Simple scripting language called complex property initialization. If you’re interested in the technical side, Fred and I spent some time walking through why this was so powerful and important. Walkthrough of complex property initialization.

Lastly, there’s always work and conversation unrelated to the immediate task at hand. Here’s a grab bag of various discussions about our past, the Simple language, and the stream itself:

P.S. We know why you’re all here. The unintentional, unscripted comedy:

Thoughts? Special requests? Comment on Reddit!

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Announcing Pistol Shrimp Games

Pistol Shrimp logo with trademark

Little, weird, and dangerous: the pistol shrimp.

We’re excited to announce the extremely official formation of our studio, Pistol Shrimp™ Games. Those of you already interacting with us on our other platforms might already know who we are, but did you also know we were secretly becoming something else all along, too? Like the butterfly emerging from its previous flightless form, we now coalesce ourselves from the briny sea of game development intangibility into a single, charismatic crustacean.

What does this actually mean for Ur-Quan Masters 2 and its development? As far as designing the game, the live streams, and our general communication with everyone, nothing is really changing. However, by establishing ourselves as a real developer—with a real website, named after a real animal!—we hope to open up important opportunities which will help see our game to completion. Most important and near on the horizon is being able to help fund our project, which deserves its own post (or series of them) discussing our approach in detail.

For the fans who have followed along already on dogarandkazon.com, our subreddit, or even watched our Twitch streams, we appreciate that you were interested in us just because you knew about the creators or the project. For everyone else, we hope this site will help you to get to know us and what we’re doing with UQM2.

At the very least, everyone reading this now knows that there is really such a thing as a pistol shrimp.

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