Here is the new entry in Nordenfelt‘s weekly development log.
Website Improvement
The Nordenfelt website got some important navigational buttons underneath the logo. It’s good advice to present the most important stuff above the fold.
Further on the page’s content was streamlined to a one-column layout. Now there’s no more distracting content beside the main message.
Google Analytics Code Struggle
Some days ago I became aware that Google now provides asynchronous tracking code. Thus I decided to update and improve all my website tracking. After installing the new code tests showed that event tracking (e.g. showing screenshots or clicking outbound links) is not as reliable as it seems. At one time it works, at another it doesn’t (testing the same link). Until now I could not find an answer for this on the net. Do you have a clue?
Squinting at Porting to Linux
Just out of curiosity I fired up Ubuntu and had a short look on porting Nordenfelt to Linux. The game was built with portability in mind so it should not be that hard to do it. The only problem is that I’m a Linux noob. It would take quite some time to port and test Nordenfelt on this platform. And finally there’s this fine excuse: Wine.
Version 0.5.1 is Coming Soon!
The next version is just around the corner and the corner’s imprint reads:
16th of September
Nordenfelt 0.5.1 will be preorder-only and will include the new equipment shop. Buying and improving your arsenal of weapons will be vital for scoring high.
That’s it for this week. Thanks to all the nice people who already decided to preorder Nordenfelt. You rock!
As ever feel free to subscribe to Nordenfelt’s RSS feed or follow me on Twitter at @black_golem. New insights every Wednesday.
Cheers,
Thomas
Much silence on this site during the last few weeks. Man, I hate not having new stuff to show. There are enough changes under the hood. Nothing fancy but there is work going on all the time. So why don’t tell you about that?
Simply because there is nothing tangible to show. Just words.
Starting the Development Log
There are these great guys over at Wolfire logging every little detail to the public. They use videos to illustrate the changes which often are marginal. They don’t wait until they finished a level or completed a character model. Everything they do leaks to their audience regardless of importance. That’s not bothering people as I thought initially. It’s steady information. When you fire up your feed reader and don’t want to check out Wolfire’s changelog simply filter or delete each of their posts ending with “video changelog”. Information noise stopped.
Following Wolfire’s example I’m starting Nordenfelt’s regular development log. Wednesday becomes Nordenfelt dev log day! Don’t expect many videos and screenshots. Most entries will just be textual. When there is something new going on visually you’ll be the first to know.
Dev Log 0
A short summary what happened during the four weeks:
Automation of Power-Up Distribution
Why doing something by hand when you can automate it? Many shmups use fixed patterns for power-up distribution. Now there is a data-driven system which decides if a destroyed object leaves a power-up. No longer placing them via editor.
Flight Height Graph
Drop shadows of flying objects depend on flight height and position. The higher a plane flies the smaller and more transparent its shadow has to be. So the new flight height graph defines how drop shadows will look like.
Equipment Screen
Nordenfelt excludes equipment decisions from the battle field. Weapons, shields or bombs can be bought and equipped between levels. If you have earned enough cash throughout the levels so far.
Redesign Level 1
According to new equipment all levels have to be adapted accordingly. Nothing more to say at this point.
That’s it for the first entry in this dev log series. See you next Wednesday for dev log 1.
In the meantime feel free to subscribe to Nordenfelt’s RSS feed or follow me on Twitter at @black_golem.
Cheers,
Thomas
Bad news for Nordenfelt’s feature list: the adventure mode has been cut today.
At the moment I’m working on the final version of the first level. Extrapolation of the content creation effort made it obvious that the adventure mode would delay Nordenfelt 1.0 too much. I’m going to finish the game first and maybe add the adventure mode later. It depends on how well Nordenfelt will be received and if the adventure mode fits into the game at all.
You never know how your project comes out in the end.
Cheers,
Thomas

This old photo gave me the inspiration for a weapon covering nearby enemies with huge electric discharges. It shows Nikola Tesla‘s magnifying transmitter generating millions of volts sizzling through the air. Man, that rocks!
The first prototype of the “Tesla weapon” has placeholder graphics but it should illustrate the intention:

This weapon has the advantage of spreading damage over a wide area. A drawback is the need for recharge. Destroyed enemies can drop charge items which have to be collected like weapon upgrades. So the weapon has to be used tactically to get the most out of it.
I hope to find the time polishing the graphics up to the procedural level I have in mind. Then Nordenfelt can provide some wowing moments.
Cheers,
Thomas
First of all I want to thank everybody who provided feedback for Nordenfelt 0.4. The overall response was quite positive.
One important lesson I’ve learned from feedback so far is that tastes are different. This fact makes evaluating replies sometimes difficult. Finally it is important to have an own position and learn which opinions can and should be ignored. Otherwise there is little chance to get such a project done.
Anyway, thanks to all of you. I’m appreciating the effort you expended in testing my game. Thanks a lot!
Death of the Demo
Version 0.4 was an important milestone. It marked the end of the engine demo phase. Nearly a year of writing the engine was too long for my taste. This experience belongs to the category “if I only had known…”. In case of a sequel of Nordenfelt I’ll exploit this engine as much as I can. That should distribute last year’s effort over one more project. But that’s all still up in the air.
The next few months are dedicated to making the game itself. Thrilling times ahead.
Core Mechanics
After collecting and evaluating all 0.4 feedback from different sources I started designing the core mechanics for the game. By core I mean irrevocable features and rules. It’s quite hard to decide which of the many ideas should be set in stone. Finally it’s good advice to go with mechanics players are familiar with. Therefore I’ve fixed the following points:
Rank System
Many shoot ‘em ups have a rank systems. It can be imagined as some kind of automatic difficulty adjustment. For example when the player beefs his/her weapon up to a high level the enemies start to get angrier, faster and stronger. This way the player is kept challenged. Experienced players exploit the rank system by keeping their equipment levels low. There are many more aspects in the game which influence the rank system. Figuring out what affects the rank is essential for beating the game as well as the highscore.
Score Hunt
This should be self-explanatory: get the best score, on your machine or online.
Equipment Selection
There will be a few types of equipment like bombs or bots which can be used for strategical play. Each game level is different and therefore should be tackled with appropriate equipment.
Upgrading Equipment
Equipment can be upgraded throughout the levels. This makes your ship stronger but also affects the rank (speak difficulty). Only equipment mounted on your ship will be upgraded in levels. Therefore you have to choose wisely what to take with you in each level.
Cheers,
Thomas
Filed under:
Design, Features
Version 0.4 is on the way. Only a few times left to go to sleep…
Yesterday I’ve added the initial score system, a simple accumulation of scores given by shot enemies. There are no lives anymore. You can replay each level as often as you want. You just have to pay with your score points. I’m wondering how this will effect gameplay in the future.
Today statistics found their way into the code. For the first impression I’ve implemented the enemy kill percentage which gets reported at the end of each level. Some people like perfect runs so the kill count will be their indicator.

There are several other additions like display options or drop shadows. Version 0.3 suffered from a bug in the particle engine which is fixed now. Nevertheless there are some other magic frame rate hiccups, e.g. coming from the input system (PeekMessage() stalls, very strange). Version 0.4 should give some answers if these problems are just on my machine or on yours to.
See you in a few days.
Cheers,
Thomas
It’s time again to show what’s happening. Quite some new stuff found its way into Nordenfelt:
- new second level,
- new enemy types,
- new background music and sounds,
- new shield which recovers over time,
- new particle effects,
- health bar replaced with lives,
- increased player ship speed and
- many more improvements under the hood
Simply download the game, unzip it (e.g. with 7-zip) and start Nordenfelt.exe. As usual there is nothing to install and the game can be deleted any time without hassle.
Download Nordenfelt 0.3
Drop me a line what you think. I’m looking forward to your feedback.
Cheers,
Thomas
PS: This blog was abandoned for the last few weeks. Don’t worry, continue button already pressed.
I dismissed blogging because I vowed myself to not write anything before version 0.3 is out. That was in the last week of October. Time flies when you’re having fun! See you next post, very soon.