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Temple of Rust News

Low Sun = Low Energy

Currently standing at the south-tip of Europe near Gibraltar. We are approaching the lowest energy levels for the solar collectors and the damp air is crawling into the mattress at night. Heres a little update on my status:

I work on Temple of Rust almost every day for 1-4 hours (depending on available power) and seriously enjoy doing that. The fast life that I try to leave behind still haunts me sometimes and I pressure myself to 'give it some more'.

When I changed both of my games to FREE I was also releasing a lot of pressure/hopes that I accumulated over the last (almost 20 Years) - since I started making fan/mod content for Quake 3 Arena in 1999. Making games was my 'career choice' since I could think about careers. Now I see that I was conditioned by my social environment and that I was trying to satisfy the images that others had imposed on me and that it had nothing to do with my initial drive. So I'm digging myself out of that position again - slowly.

Now I don't have any form of financial or social security, the bus is rusty and needs repairs. We're going to install a wood stove soon and I'm looking forward to that. These are a few things that need my attention at the moment. I try my best to make some money busking but even there I get illegally chased away sometimes because shop owners want to sell their products. But when I play guitar and sing on the street I at least feel much more in contact with life and that is important for me.

Anyway things won't be moving fast here but I won't and can't stop making games. It will stay a big part of me and I'll keep updating my stuff as long as I can!

Regards,
James

DonationWare - food for thought

Still bad weather here and lots to do. But it is great to see that a lot more people can now find my games and play them.

I still need to eat and make ends meet and for that reason I've added donation DLC packages to both games. The DLC has no content and does not affect the games. They are there so anyone who can and wants to support me can do that.
And yes any support is greatly appreciated and allows me to sit down and do the best I can!



ENYO Arcade - store page



Temple of Rust - store page

Right now I'm working on Temple of Rust's user interface. To let players generate missions. I'll keep you all updated on that soon!

Thanks for reading!

-James

FREE Temple of Rust

Since I've made this choice for ENYO Arcade I will do it here too...

I will be making this game available for FREE, no ingame purchases, no advertising.

I am trying to get a propper 'Tip Jar' / 'Pay what you want' option for those that want to donate or express their gratitude in the form of financial support without any impact on the game or benefits. Currently there is no such option so I am advised to use the DLC for this.

I will ask Valve to add a package for everyone who has allready bought the game. I hope not but if you feel upset about this in any way then let me know here in the comments!

I will continue to develop both games and am convinced that this step will allow more people to find out about these games and help me stick to my initial vibe.

-James

UPDATE v0.05

Here's the next update to Temple Of Rust!

HELLO TO YOU ALL!

AND THANK YOU FOR SUPPORTING THIS GAME!


The weather is pretty cloudy here lateley so I'm working on battery limits and that is slowing me down a bit. Anyway I have added a few things and started a lot of 'background - construction' work for the data structures that form the game levels. The GritCity got a new mission goal and wall variations.
I've also been working on a Level Editor for ENYO Arcade and am trying to think of some cool ways to maybe integrate Steam Workshop features in both games.

List of changes:
  • optimized/cleaned up location creation code
  • added new zone chunks to gritcity
  • added more variation to gritcity walls
  • added new mission goal in gritcity
  • started to work on editor tools
  • ...and other stuff I forgot


Still: For the next update I want to further develop the later environments and building up some 'endgame' content so I can balance the Items and difficulty for the final stages a bit. So I'll be making a lot of graphics...

Have fun! And if YOU think you might be interested in a level editor or other workshop features then let me know!

-James

UPDATE v0.04

Here's the 2nd update to Temple Of Rust!

HELLO TO ALL YOU PLAYERS!

THANK YOU FOR SUPPORTING THIS GAME!


I've focused on optimizing the render pipeline. I've tested a few options on how to sort the moving objects depth to keep the illusion of a 3D world.
Objects off screen now become inactive or invisible to open up more performance for other stuff. And I've started to link a lot of parameters to internal 'global settings' so I can balance the damage and health ratios later.

The caves got a new mission goal and light-bugs (not errors but bugs...) and I've started to set up the story with the new starting location.


List of changes:
  • reworked z-sorting
  • offscreen objects now deactivate or set invisible
  • added different start location
  • added new mission goal in caves
  • done some finetuning on all the AI's health/damage
  • ...and other stuff I forgot


For the next update I want to *still* further develop the later environments and building up some 'endgame' content so I can balance the Items and difficulty for the final stages a bit.

Let me know if you run into any trouble with the game!

-James