Sound the alarms! Binary Cocoa has done something irresponsible! Alert the Prime Minister of Kuwait!
Actually, we’re not up to anything rash. We’re not risky people. I’m pretty sure the most dangerous thing we’ve done here in the office was skip lunch once last month. Nobody was happy that day.
What we are up to is building bots for Collider! They are very cowardly at the moment and don’t put up much of a fight, but we figured that if we messed with their code enough they’ll be cool eventually. They mostly just hang out around the rims of the arenas far away from any harm and twitch sort of violently. We fear that if we give them too much artificial intelligence they’ll start demanding a salary and benefits. If we don’t give them enough intelligence they’ll start voting for Donald Trump. We need to find the sweet spot between them being wusses to them being apocalyptic horsemen.
We also have a new game mode being built! Think snake with sabotages and enemies attacking you. It’s shaping up pretty nicely as we get time work on it. We’re hoping to have it out before next month, which is when something exciting is going happen! I can’t tell what it is yet, but I’m constantly chomping at the bit to see how it goes. Check back soon to see what the surprise is!
Collider is out today! Release the stampeding bulls!!
We are so very happy to present this brand new game to you, which you can find on Steam! Its been a long time coming for this one and we hope you enjoy it as much as we do. We’ve implemented a goodly amount of achievements in there for players to test their skills on. The soundtrack is also included for those who wish to listen even when not in the game! If you’d like to do a play testing video just contact us here and we’ll set something up.
Thanks to everyone at the Open West conference for throwing us some votes and helping us come this far! Thank you Steam for even giving us a second glance! Thank you Triscuits for helping us not starve during long nights of coding! Thank you to all our families for not saying that we couldn’t!
Our good friend Josefnpat has bundled together a whole slew of games that are awesome! Included among them is our own game Collider, which will be released on Steam next month on February 29th! Spend hours delivering cakes and petting cute ever expanding kittens! Blow up things to your heart’s content!
You can find all these wonderful games here. Any support for local indie game developers is deeply appreciated. Help us keep making stuff!
What a confusing title. For real. I guess you’ll just have to play Collider when it comes out to understand! Actually, let me just tell you about it because I’m no good with keeping spoilers in.
Snape kills Chewbacca.
Just kidding, that’s a whole different thing. We’ve implemented a new colorful background in Collider that shifts colors and follows the beats per minute from the songs on the soundtrack! It’s pretty hypnotic, but not enough to completely distract the player from the actual game. It certainly fills up the blank space though!
We’ve also implemented a point keeping system that also indicates which player is in the lead. It adds a more competitive element to the game that ups the energy by miles and miles. It also helps single players compete against themselves, which can be rewarding. We’ll have a high score element added soon as well. So many things!
Other work has been slowed by holidays and other unforeseen events, but we will be up and running soon we hope! Stephen’s pet project has been coming together quite nicely and we hope to post some screenshots soon. It’ll have lots of sword slashing, pistol whipping and hopefully some bombs! We’ll see. It’s been a couple years coming but it looks like it will hopefully get off the ground soon!
What other things are happening…?
Joseph was kind to Stephen and got him an auxiliary port in his car so he doesn’t have to burn cds like a peasant anymore. Funny how all we want in our cars anymore is a tiny hole instead of a massive console of obsoleteness. It sure sounds good!
Joseph got some bags of chips for Christmas. They are super delicious!
Anyway, thank you all very much for reading! We certainly do appreciate any attention that we get. See you soon, my friends!
We have a hot chocolate maker! Well, a water boiler actually, but we have hot chocolate packets and those are super nice. Salted caramel is the winner in our minds.
On to Binary Cocoa things. We’re almost finished with Collider! We’ve been saying that for a while but it’s finally starting to feel complete. Core Defense is the last game mode that we’ve been chipping away at and we’re close to getting all the bugs out. Actually, I can only think of one major bug it has but it should be easy to resolve. It’s proven to be more difficult to code than all of the other modes because of the several different power ups and node types it contains. I asked Joseph if the latter statement was true and he gave a very stress stricken “yes”, with much anguish in his voice. I played the latest build this morning and it made me sweat many bullets of anxiety. You know it’s a good game when your blood boils!
Stephen has been working on another game in the meantime and it’s coming along quite nicely. It has some procedurally generated maps that change every time you go into them. It makes me get lost every time. Basically it randomly assembles around 30 maps in a random order to make a maze. I get lost pretty much every time.
Jesse Horne was a crucial factor in making this monster live! He came to Rexburg for a couple of days and put in a great deal of hours to get this mystery game working. Hope we can have a trailer soon! We’re kind of slowing the work on it until we can get Collider out the door. Then we’ll make sure Vikings gets done as well.
Lots of new things have happened this week! Joseph said we couldn’t install firemen’s poles but that we could continue to work on Collider. His reasoning against the poles included something about what other people would think when they saw our office.
Whatevs. He’s probably right.
Braxton has been muscling the development work on Collider and has made some really colorful advancements! Since it would take a lot of paragraphs to explain what they are let me sum them up in a screen shot:
Basically you defend the core from invaders and you set up a lot of nodes that connect to protect it. The yingyang looking power up is a replicator node that replicates another node type. It replicates for a couple seconds, pauses, and then replicates a different type. It can prove to be a strong ally in the game, but also a setback as it does pause and let enemies in every now and then. One must be wise with these things. Or just get a thousand of them. That seems to work too.
Stephen has also been creating much artwork for a still untitled game that’s in the works! Here’s a little taste of what’s to come:
Our good friend Jesse Horne will be coming out for a couple days to help begin the code with this game. This is going extremely helpful since our two main developers both have day jobs and Stephen has no coding skills…yet.
Anyway, we’ll be rolling out the coding sessions soon and doing all sorts of fun things in the months to come. We got a new trash can for the office and that’s pretty cool. I guess we can buy more string cheese now that we can throw the wrappers away.
It was pretty apparent in the last post that we built up a lot of hype around our new office but didn’t show any pictures of it. I’m here to remedy that! Feast your eyes on the beauty:
Let’s start off with a shot of our elegant Collider poster hanging on the wall to keep us inspired…
We even have a sign on the front door!
Here’s a broken up panorama of our desks. I’m not very good at taking these shots.
Lastly, here is our arcade cabinet set up in the corner for now. We hope we can get it out around the town for people to play on at some point. For now it’s safely nested here with us!
Well, there you have it. There’s a glimpse into our humble home away from home. We don’t have a window, but sunlight makes us turn into dust anyway.
As for other things Binary Cocoa, we’ve been honing in our focus on getting Collider out the door by mid November! The list of bugs is growing ever smaller and the fun is ever increasing. We’ll be streaming a couple of our coding sessions and we hope you’ll tag along for some lua goodness. Soon we’ll be tackling a bug that has confused us so much we’re going to be recording gameplay to catch it in the act. If you’re feeling your inner sleuth calling this will be the sessions to watch for you! Catch us here.
We have an office! Yes, all those scathing rumors are true. After some contemplation we decided that it would be nice to have a dedicated space for work and to proudly display our arcade cabinet. It was also apparent we needed some human interaction apart from spookily eyeing people from afar. The savages have treated us very well so far.
Joseph and Braxton have been busily cranking out much work on Collider. The latest game mode consists of a core that the player must protect from invading outsiders. It reminds me of the popcorn we have on our mini fridge that we must protect vigorously from mooching heathens.
I really do like our neighbors here in our office complex. It’s not you, it’s me and my deranged writing style.
Stephen has been churning out more artwork and music. Lately he has been working on a mystery project that we’ll reveal a bit down the road, but here’s a screenshot:
Vikings has been developing as well, but more in speculation than actual work since Collider has been on the forefront. We hope Collider will be done soon! We have all the game modes we want in place with Core Defense being touched up at the moment. Then we will try to give the whole thing some visual flare.
Keep in touch for some more news! We have also been streaming some of our coding sessions which you can follow here:
We should have a widget on our site soon that will let people know when we’re online.
You might not have noticed, but we haven’t posted in a couple of weeks now. That’s not to say we haven’t been busy on the development side of things…we just haven’t been updating the blog. Shame on us. Most of that shame falls on Stephen because he writes these things.
We’ve decided that a good way to reach out to more people beyond the blog is to do a live steam on YouTube twice a week! One steaming session will take place during a random day of the week and the other stream will always be on Saturdays because that is the day we can guarantee we have off (most of the time). You can even participate by typing in questions as the session goes along! Feel free to hang with us at this link here. We plan on eventually adding an “on-the-air” indicator on the blog so you can easily check if we are streaming or not.
We’ve been using Open Broadcaster Software to link our stream to YouTube and it’s been really great to us so far. Have any suggestions as to how we can implement this or another tool? We’d love to hear from you!
We’re finishing up the last game mode in Collider, after which we’ll be focusing on some visual elements for a bit. Then we shall release! It will be glorious for sure. Lots of explosions everywhere. Hope you all tag along with us as we head that way.
Collider has a couple different game modes within it that I’ve been writing music for over the past year. Today I completed another track for a game mode called ‘Sumo’ that involves pushing large objects with your ship. I sat down with my keyboard and tried to imagine music that would go along with a vision of two fat people running at each other in a dance off fashion. This is what I came up with:
Collider is out on itch.io at the moment and you can get it in a prerelease form! We’re hoping people will notify us if there are any major problems before we go ahead and put it on Steam and Humble Bundle.
In other news Stephen completed a short animation sequence in his spare time while Joseph was insanely busy. It only took him half a year and 185 drawings to finish! Have a laugh watching it: