• The Willow Effect
  • Station Architect
  • About/Contact
  • Financial Hardship/Unemployment policy

Station Architect coming Jan 31st 2019

Posted by Al Wyvern on 08/01/2019
Posted in: Game Dev, Station Generator. Leave a comment

Station Architect is essentially now finished and will be releasing at the end of the month! It’s been a long time coming, and I’m really proud of the work, bug fixing and optimisation that has gone into the new mode (and overall). I’ll post some patch notes on release day 😉

A few important things to note, obviously if you already own Station Generator you will get Station Architect as the update so you don’t have to worry about anything. If you don’t already own Station Generator, the price will be going up from USD$8 to USD$10 on release date so if you want the old price, buy before then!

And of course, the name will change from Station Generator to Station Architect, to reflect the new mode.

If you weren’t aware, there is a new mode in Station Architect called ‘Create’, where you can create your own space station maps from scratch with a simple drag and drop mechanic, or import stations from generate mode for those few final touches (Or entire rebuild if it comes to it). Generate mode remains so you can still generate stations with all the options therein.

There’s also a new trailer for Station Architect on the store page if you want to check it out which shows some of the features!

I hope you’re as excited as I am for this, and that it helps you streamline your TTRPG prep time (or even for on the fly map creation)

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#FF 3

Posted by Al Wyvern on 27/04/2018
Posted in: Game Dev, Gaming, Personal. Leave a comment

There are plenty of amazing folks out there to follow in every field on every platform, but I don’t know them all, not have the time to talk about them! (Incidentally it’s hard to also watch Netflix on the side while typing on a mechanical keyboard, too loud)  Anyways, onward! These will be pretty short because 1) I’m bad at this and 2) There’s only finite space available (There isn’t, I’m just bad at this). Without further ado, I give you a list:

Natalie @ScarletCatalie

Natalie is super awesome, so awesome in fact, that she was recognised in GamesIndustry 100 in 2018 list. Natalie makes awesome games which you can find on her itch.io page and has a Patreon if that’s your thing. She talk’s a lot about games but is also fairly light hearted and fun.

BarryOne @BarrySkellern

Barry likes shooters. Barry also likes to chase the odd high score, or so I’ve been told. He’s told me that I’m the only person to have finished the demo for his latest game Thrunt XL and I believe him. Barry’s a pretty down to Earth bloke who likes to talk games and streams as well as devs.

Jemma @urbanneurosis

Lover of cats and variety streamer Jemma is super cool. Unfortunately for me she’s in Australia which means timezones which means I don’t get to catch her streams much, but when I do they’re always fantastic! If I ever get around to making an actual game I’ll be sending her a key as soon as I can generate one!

Craig Perko @craigperko

Craig is a really cool, chill dev. He’s working on a game called The Galactic Line, and a few other projects along the way too. Not only that but he streams dev and has a lot of interesting stuff to say about games and things in general.

Yunitex @unakavanagh

Yunitex is a cool Irish streamer, and not only does she stream in English, but also does some streams in our Irish language, or ‘as Gailge’ as we would say. Incidentally I don’t speak the language but that is a whole other (sad) story. She also talks a bit of Irish politics and generally likes to have a bit of craic.

Keith Evans @KaynSD

Keith is a really lovely guy, and I really like the way a lot of his tweets seem like he’s just thinking out loud, and we get the privilege of hearing what’s going on in his head. He’s working on an interesting non deterministic proceduraly generated game using koch curves (I hope I got all of that right), and you guessed it, he streams dev too! Well worth checking out his streams if you like watching dev happen.

Katie Aidley @katiesgamecrner

You know what? I don’t think Katie streams (I could be wrong, I an not good at paying attention when I should). But she does blog about a favourite pass-time of mine: boardgaming! Support Katie’s Patreon because supporting cool and interesting people is important!

Xavier Nelson Jr @WritNelson

Xavier is super cool and responsible for such things as the #BillyOceanGame at GDC 2018 as well as doing writing for Hypnospace Outlaw and PCGamer. I really liked his recent piece on Deus Ex and his piece on honouring loved ones in games. He’s also an endearingly positive and very likable chap.

CT Toth @IAmCJToth

CJ is writing, and writing and writing. I’ve read some of that writing, heck, I even own some of that writing, and for what it’s worth, I enjoy that writing. She also blogs, and a lot more regularly than me (I should fix that). I’m looking forward to her next game, known as The Fall, even though I know nothing about it!

Joost Kivits @Joost_Kivits

Joost (Pronaunced Yoast) runs Beggar Studios, and is working on a game called A Beggar’s End, and RPG set in a magical desert. We stream Divinity: Original Sin 2 together with the HyperGauntlet developer himself, Nick Udell. Joost is a really cool guy and great fun to stream with, even if I did ‘accidentally’ set him on fire on more than one occasion.

Seems to be a lot of streamers here, or is everyone just streaming these days? Heck, even I stream from time to time! As always if you don’t see your name here, it’s not because I don’t think you’re awesome, it’s because I don’t have the time or ability to list so many great folks! If you want to find more cool people to follow you can check out my previous follow Friday posts: #FF and #FF2.

Station Generator: Build Mode

Posted by Al Wyvern on 05/03/2018
Posted in: Game Dev, Station Generator. Leave a comment

Yes, it’s finally coming, Station Generator will have a build mode in the next update. No date as to when it’s going to launch but I am working on it. Here’s where I’m at so far with the update:

  • Import a generated station for editing
  • Change the size of the canvas
  • Drag and drop rooms into the canvas
  • Drag and drop corridors into the canvas
  • Dropping a corridor onto a room will add the appropriate walls/doors configuration
  • Added a satisfying (I think) click sound for when rooms and corridors are dropped
  • Reintegrated the navigation, basic control and menu ribbons
  • Added music and sfx
  • Added the ability to save stations for editing later

There isn’t too much more I need to add before SG build mode is feature complete but I also want to add some more content to SG if I can to make the update even more meatier. I’ve a few things in mind, I just have to see what’s feasible in not too long a time frame. Once I’ve rolled some of the new features into the generation mode the last thing that needs to be done is to update the UI. At the moment it’s very programmer placeholder arty and that will need to change before release.

All in all it’s come a long way, but probably has a long way to go. Oh yes, the price will be going up to $10 (currently $8), to reflect the additional features but of course anyone who’s already purchased it will get the update for free. All the more reason to pick it up now 😉

Steam home page

Station Generator 1.0 Is Here!

Posted by Al Wyvern on 18/09/2017
Posted in: Game Dev, Personal, Station Generator. Leave a comment

Station Generator is finally finished, and is out nearly a week. It’s been on sale for the launch but if you follow me at all you already know that. I’m really proud of how much I got done with the app. It’s loaded with great features and it pretty danged robust.

Is there more I could do with it? Of course, but I’ve already sank 18 months into this more or less. 12 Months as a paid app. I’m ready to move on to the next project, excited to in fact. Of course I’ll continue to support SG with bug fixes and such. And maybe I’ll add more more content like extra tile sets and such.

I’m not sure I’m ready to fully let go, even if I’m moving on to other projects for now. I have a few things up my sleeve I’d love to do, but now’s not the time. I’m also getting excellent feedback from users which is fantastic. Every piece of feedback I’ve received has come with folks telling me how happy they are with it, even if they are requesting extra features and such which means so much to me.

As an aside, if you really like something a creator has made, be it artwork, a game, a story or whatever, it really makes our day when you tell us. So find a creator who’s stuff you like, and tell them!

I had 3 goals for the full version of SG, quite modest (and realistic) ones really. I wanted to sell at least 1 unit to a stranger ie. not one of my mates who is being supportive (though I really appreciate the support too). I guess that’s kind of a validation thing, when someone you don’t know who doesn’t know you just likes your thing for it’s own sake and is willing to hand over cash for it. The second was to sell into the double digits and I’ve done that on Steam (And treble through early access on itch.io and Humble) so I’m really quite happy about that. And lastly I wanted to sell at least as much on Steam as I have on the other stores, and since release last week I’m about 2/3rds there which is great, if the trend continues I could be there within a month which would be amazing.

None of this comes anywhere remotely near paying me for the work I’ve done, even if I paid myself significantly less than minimum wage. But that’s fine, that’s not what it was about. This has been a great learning experience both in terms of making a game in Unity (or app as it turned out) and trying to sell it, and working with the different marketplaces and everything that entails. Not to mention getting a taste of trying to market it too, now there’s an eye opener.

So Station Generator is a success, and I want to work to continue to keep it one, if that makes sense, but what’s in the future, what’s the next thing?

I’ve had several projects in mind, there are definitely a few I’d like to get too, but there are a few barriers. One game requires too much content to produce on my own, at least at my current skill levels, so that’s out for now. Another requires experience I just don’t have yet. So what have I settled on? A active turn based AG racing game. Think Wipeout, but turn based and with cards. Might not sound like a lot, but it’s getting me excited and I’m looking forward to digging into it. But before I do, I’m going to take a little break, and catch up on a few games I’ve not had the time to play as yet. Hope you’ll stick around for the journey!

 

 

 

 

 

 

Lego Speed Champions Road Car Range

Posted by Al Wyvern on 21/05/2017
Posted in: 4.5/5, Lego. Leave a comment

I’ve been collecting and building Lego for along time. Mostly through my early to mid twenties when I had plenty of disposable cash (through my childhood as well of course, but that was more what I was given than pursuing certain sets). I got back into it more recently with the release of Rey’s Landspeeder and a bunch of other Star Wars sets. And I may visit them in a bit more detail another time, but all the one’s I have are excellent.

Then the Speed Champions caught my eye. It’s like a perfect storm of exactly what I love, the eye for detail, and fun building of Lego, and cars. I love car. A lot. It almost feels like a mix of Forza and Lego. I remember seeing my first Speed Champiosn set, the Audi R8 MLS Ultra, tucked away in the corner of the Lego store in Hamburg when I was visiting in January. I almost didn’t get it, but it was a friends birthday,  and he loves cars and Lego, so I got him the Mustang and figured I’d pick up the Audi anyway. Luckily a lot of the Speed Champions sets are very affordable.

Once I’d built it, I was hooked. I’ve collected a lot of Lego cars in the intervening months including quite a few Speed Champions sets. My original plan was to review each one individually but that would take a huge amount of time, and they all share a lot of features so I’m going to break it down into the road cars and racing cars. Of course some of the racing cars are also road cars but I’m not gonna get to into detail on that classification. I’m just trying to make life easier for myself here!

Over all the construction of these cars is very similar. Out of the box they come with 3 bags of part, bigger chunky parts, small detailed parts, a bag of alloy trims, a custom base plate, the instructions and a set of stickers/decals. They all cost around €15 and take about 45 minutes to build.

Lego seem to be aiming for a more stud-less style of construction for this range and I can really appreciate the detail this can being to the cars. As such there are a lot of blank plates and 4 way construction (there’s probably an official name for this) were face plates are often used on the sides of the cars to help give that sleek look. Each car also comes with a little extra feature other than the car itself which is nice to see, usually only a few bricks to make a small feature but they’re a welcome addition.

While they all only fit one minifig (most of the real cars being 2 up for course) Lego did a fantastic job of modeling their cars after the real thing. The only real negatives [for me] was 1) the sheer amount of stickers used to add to that detail, many of them small enough to fit on a 1 by 1 tile with room to spare. I found it frustrating putting them all on and even more difficult to line them up when that was necessary and 2) the utter lack of women drivers. While Lego have been making great strides in this area every set with only 1 minifig always seems to be a guy, would have been nice to see a bit more representation here as sets with 2 or more minifigs do seem to always have at least 1 woman.

Lego Bugatti Chiron

Bugatti Chiron

Bugatti Chiron (75878)

The Bugatti had been out quite a while before I decided to get it. I found the marketing pictures to be very uninspiring and Bugatti cars have always felt a bit squat and bullish to me, and the only one I would be familiar with is there 1,000bhp monster, the Bugatti Veyron. But for whatever reason I ended up getting it and I’m glad I did.

This model has refreshingly few stickers/decals which was nice and looks much better in your hands than the marketing pictures would have you believe. The way they handle the dual colouring of the car is excellent, as well as the aerodynamics and door frames just works. But of note for this car is the mid mounted engine bay and rear section of the car. Lego have done an excellent job here and it really makes the car.

This car had probably the smallest extra too, just a few traffic cones, for creating a slalom, something even a little more substantial might have been nice but not necessary.

Lego Chevrolet Z06

Chevrolet Z06

Chevrolet Z06 (75870)

I’d been wanting this model for a while but for some reason it was quite hard to come by in Ireland. I definitely regretted not picking it up while I was in Hamburg (it was the only other set I the Lego store had at the time) but I eventually found it in an ‘Art and Hobby’ shop which has since become a good place to find sets that aren’t in the major retailers. The box was pretty bashed up but that didn’t bother me, as long as the parts were OK I wouldn’t mind, and as expected they were perfect.

The shark-nose front end, low sills and boot mounted spoiler really give this long car a sleek look, and they’re very well built together. I particularly like how the cars curves were maintained throughout, though the curves over the front wheel arches and lights aren’t very nice, I’m not sure if that could really been improved on given the nature of Lego. A nice touch is how the interior is all red and the driver even has a headrest.  Again there wasn’t too much sticker work here though definitely a step up compared to the Bugatti.

The extra to come with this is a very neat little camera, I love how Lego can do so much with so little. It definitely feels like it belongs in the set and brings a little extra something.

Lego Ford Mustang

Ford Mustang

Ford Mustang (75871)

This is the car I’d given to my friend as a birthday present, and when he sent me a picture of a modded version of it I had to get my own. I had never intended to make any changes, and I didn’t, but I can definitely appreciate the changes my friend made. This model was readily available pretty much anywhere, which doesn’t surprise me to much.

It’s a super solid build throughout and the lines of the car are simple, and well thought out, in particular the rear end and the side panels, the stripe is a nice addition, even if it is a little cumbersome in the back. If this car fails anywhere, it’s in the lights at the front. This is where my friend had done their mods, replacing the curved section with the light sticker with some orange and white transparent wedges which looked quite nice. With the curved plates and the stickers it really just feels like a missed opportunity, especially since they really don’t suit well.

The extra here is a little lap timer, it’s cute and I think kids who have a couple cars each might have a bit of use for it on their imaginary track, I like it.

Lego Mercedes AMG GT3

Mercedes-AMG GT3

Mercedes-AMG GT3 (75877)

This is probably my favourite of all the Speed Champions, and happily it’s pretty easy to come by too. I could have easily classed it as a race car instead of a road car, but that’s the beauty of this model. It comes with 2 front ends, one for racing and one for normal driving, and you can remove the spoiler to get that extra road car look if you want. It also has a nice mix of stickers and details through parts as well as those excellent gold wheels.

This model probably has the most stickers for the road range, including those pesky 1 by 1 stickers (I should really get a pair of tweezers). The details on the built are excellent and the way the front ends interchange so easily is a well thought out feature and changes the look and feel of the car significantly. The rear end stop lights, spoiler/diffuser look fantastic and the gold rim on the wheels is a great touch. I’m not sure why the stripe doesn’t  go the whole length of the car, but the asymmetry is appealing. It really just looks fantastic, in either configuration.

The extra here is obviously the second front end, and is by far the best extra of any of the cars currently available, it’s just nice to be able to change the look of the car as easily as it is here.

Overall

I would definitely recommend any of these cars, with the Mercedes-AMG GT3 at the top of that list, but really any of them are great builds and will look well in your collection, if you’re just displaying them (like me) or giving them to a kid to have some fun with, there’s value to be had. I love that not only did Lego go to the trouble of licensing these cars, they also clearly spent a lot of time getting them right, and it shows.

 

 

 

Station Generator Beta 3 and beyond

Posted by Al Wyvern on 24/04/2017
Posted in: Game Dev, Station Generator. Leave a comment

Beta 3 is just around the corner, releasing this Friday the 28th of April 2017. Just a little over a month since Beta 2, which is a nice turn around for the addition of some solid features, along side the usual slew of bug fixes and optimisations. I’ve had to expand the menu again to take into account the new features and give the old ones a little more breathing room. There’s a lot to be said about negative space, which Station Generator’s menus don’t have a lot of. They could still do with a little work and I’ll be thinking a lot about that before it gets final release.

Space Station 1372693772 Small Standard Tiles

Diamond Station with vertical hex grid, coordinates, fog of war and max line of sight

Where we’re at now

So what’s been added? A full list will of course be available in the ReadMe file in the download but in the meantime I’ll give you an overview of the main feature, especially if you’ve not yet bought and want to know what’s in it 😀

I keep wanting to say the biggest feature is X and then say it again for the next feature, so I’ll just get on with a list of what feels like some pretty great additions to the app. You can now create, save and if you want delete your own room presets. For me this is pretty big, you can prep your game by creating the necessary stations types and then get your players to roll for things like size and type, so you can have control and still get the players involved in the creation of the station! I love this because getting the player involved in world [station] building can really help pull them into the game more and give them more investment in what happens there.

The next area I looked at was improving player navigation. I tackled this at two levels, which look at two different perspectives. From the macro level there is now a coordinates system in place so each room can be described in an x,y fashion with [1,1] as the origin. And depending on what you’re used to, there are a number of options as to where that’s located. At a more granular level there is also a number of grid types available to break up each room so players can more easily describe where they are in more detail.

I didn’t just look at making navigation easier, I also added an obstacle to navigation in the form of our old friend, Fog of War. You can now reveal to your players as much or as little of the station as you would like. Just turn on Fog of War by choosing either the light or dark option and click on a tile to reveal it. But if you want to go a little bit easier on your players, you can also choose to use the line of sight tool, which will reveal adjacent tiles (unless there is a wall blocking the way) to a level that suits you, maybe roll perception to decide how far the player can see!

Better beta 3

Feedback in action

If you find a bug, want to give feedback or just have a suggestion I’ve made that easier than ever by including an in-app feedback form. An internet connection is required for this feature to work, however it should make contacting me to help make Station Generator better a simple and straightforward process which I hope you take advantage of.

There are plenty of other quality of life improvements, bug fixes and optimisations but I’m not going to get into them here.

Where we’re heading

Originally, and you may have noticed this in previous posts about Station Generator, the plan was for three Betas and then final release. I think it’s time to revise that plan to match what’s happening at the moment. It was a good plan when I made it, and took into account a lot of the features that are now in Station Generator. Happily, I’ve been able to over deliver where features are concerned and in keeping with that I think there are a few more features I could add before release.

So with that in mind I’m strongly considering doing a fourth beta before going to release. There are two other factors at play here. One is a strong wish to do another active feedback round (though of course I consider all feedback, whether I’ve asked for it or not!), in which I actively solicit feedback as much as possible, then review it and act on it as necessary. A fourth beta would really feed well into this and give me a chance to collate everything once the feedback has been acted on. The other factor is more mundane, though due to the continuing success of StationGenerator.

Beta 3 hide UI

UI can be hidden easily

Unfortunately Station Generator hasn’t started paying my mortage yet, it has seen some relative success on both itch.io and the Humble Store, and I’m really happy with that. It has also had a successful Greenlight campaign on Steam! What this has meant in terms of development though, is that I have to get a bunch of tax stuff in order so that I can get the maximum profit out of that success. Station Generator is selling, but selling in pretty small numbers in the scheme of things, so while it makes me very happy to make those sales, I need to make sure I get every cent out of them.

I don’t live in the US so I need to get a bit of paper work in order to reduce the amount I’m taxed on sales. As you can imagine, a government as large as the US’s can be quite slow, which is understandable, if a little frustrating. Once everything is in order I will be moving ahead with a Steam release as soon as possible. My side of the paperwork is all done and sent in, so I’m just waiting on a reply now.

So while I’m waiting, I might as well work some more on Station Generator right? Before I make the final decision on that, I will see what the active feedback brings in (though I strongly suspect I’ll be doing a fourth beta, it’s always good to have all the data in before making a decision right?).

What’s next for SeveralBytes?

To look into the far future, beyond Station Generator itself, I’ve been thinking about what I’d like to do next. I’m not sure when that’s going to be as that depends on how long it takes for Station Generator to be finished but I do have an idea of what that’s going to be. I’ve been working on and off on a few ideas for a turn based racing game. I’ve worked out the general gameplay idea, how it will flow and the main mechanics.

Green4

Concept Racer

It will be active time based gameplay similar to Final Fantasy 7, with a card based mechanic for movement and weapons. Upgrades and cards will help fill up your time bar quicker and dictate what your deck looks like for movement, support and weapons cards. I don’t really want to talk to much about it as nothing really exists for this yet beyond a few ideas and the concept art above! But I can say I’m pretty excited by the concept, and am looking forward to getting to it, once Station Generator has been properly finished of course 🙂

Station Generator is Green Lit

Posted by Al Wyvern on 29/03/2017
Posted in: Game Dev, Station Generator. Leave a comment

Good news everyone! I got the email yesterday afternoon and now get to press this wonderful, big green button!

Greenlit

I don’t have a release date yet for Steam but it won’t be too far away. I just need to get some things in order first and create a Steam compatible version of the game files and do a bit of marketing etc. Looking forward to it all 🙂

Of course anyone who has already purchased a copy of Steam on itch.io or the Humble Store will receive a Steam key once the game goes live.

With the greenlight campaign now wound down, I’ll need to spend a bit of time getting up and running on Steam and then I can get back to spending more time on the next Beta, and updating this website as it’s been a bit quiet over the last few months. I do have a bit of content planned so will enjoy getting the opportunity to write it up!

2017 so far

Posted by Al Wyvern on 29/01/2017
Posted in: Personal. Leave a comment

Things have been pretty busy for the last month. My wife is on nights, which makes life very busy at home. Spare time is next to non existent and there’s a lot of pressure on the family, and both myself and my daughter have been sick (at different times). I’ve also been very lucky and managed to get a little holiday away to Hamburg, to visit a very close friend of mine so it’s not been all bad. And to top it off, after gaining 3 kilos at christmas, I’ve already lost 2 of them, so happy with that.

On the Station Generator front, while things haven’t been able to progress as fast as I would have hoped we’re still moving in the right direction. I finally managed to find a decent font for the options, and I’m glad to see the back of Arial let me tell you! Kinda strange how difficult it can be to pick a font for stuff. I’m still working away on the printer ink friendly tile set and after discussing code and techniques with someone who knows Unity a lot better than me I have a few great ideas for optimising my render technique and my png creation, so that’s pretty cool. I’m looking forward to getting into it, and sharing the results with you.

I’ve a few new Lego sets sitting on my desk now, so expect reviews of those to hit the site at some point in the near future!

Station Generator goes Greenlight

Posted by Al Wyvern on 05/01/2017
Posted in: Game Dev, Station Generator. 2 Comments

That’s right, I’ve brought Station Generator to Greenlight in the hopes that I can get it on Steam!

I’d really appreciate if you could take the time to go and vote for it! The success of Station Generator on Steam would mean more time for me to invest in making the app even better, more fully featured and generally more awesome

You can vote for Station Generator on it’s Greenlight page

Thank you for voting, it really helps!

Happy New Year!

Posted by Al Wyvern on 31/12/2016
Posted in: Uncategorized. Leave a comment

It’s worth spending some time thinking about the positives in the year just gone, about all you’ve accomplished. I bet it’s more than you think it was! And then think about all the cool things you’re going to do in 2017. Maybe you won’t do them all, or any of them, but it’s worth trying. You’ll likely get distracted from some, or go off on a tangent that leads you onto some other cool stuff. And yeah, there might be some less than cool things just like 2016, but just for right now, just focus on the good. We can deal with the rest when we come to it.

Whoever you are, wherever you are, have a wonderful 2017, HAPPY NEW YEAR!

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