Bobs game kickstarter

Posted in planet lotb with tags , , on April 24, 2014 by landofthebanned

https://www.kickstarter.com/projects/bobsgame/bobs-game

Bobs game kickstarter is out

As of right now its made $703 pledged of $10,000 goal

Lets make bobs game a reality 

 

//————————————————————————————

What is “bob’s game?”

//————————————————————————————

“bob’s game” is a Multiplayer Adventure RPG for PC, Mac, Linux, and Android (Phones, Tablets, OUYA, nVidia Shield, Kindle TV, and more!)

“bob’s game” is a forerunner and founder of the indie games movement, originally announced in 2008 for the Nintendo DS, campaigning against the treatment of developers by the big console companies, and overshadowed by the incredible success of Minecraft and games like Angry Birds on the iPhone App Store.  As far as I can tell, “bob’s game”may still be one of the largest games (if not the largest) by one person!

Just as I stated then, I intend it to be the last great “16-bit” game- perhaps the greatest of all!

“bob’s game” is a game about a puzzle game called ‘bob’s game,’ developed within the game by the virtual “bob” character, the “final boss” of the game.  It is a hybrid between Zelda, Pokemon, Harvest Moon, and Earthbound, with massively multiplayer elements.

The ‘bob’s game’ puzzle game inside the “bob’s game” RPG is a puzzle game in which you can build your own puzzle games, including all existing types!  It is the greatest puzzle game ever made, and the only puzzle game objectively better than Tetris.

“bob’s game,” however, is far more than just a game.  It is a living work of art, a decade-long art project that spans websites, consoles, videos, music, books, alternate realities, and real-life events.  It is a product of the heart.  It is a lifelong aspiration and a true tour de force masterpiece.  (The work an apprentice makes to become a master.) 

It is a game within a game about the development of itself in realtime, paralleled with a real life tournament to coincide with the virtual.  “bob’s game” blends the line between reality and simulation, and reality and extra-dimensional reality.  “bob’s game” breaks both the so-called “4th wall” and further yet- the “5th wall,” unlocking the secrets of “the Matrix,” or “the Womb” as it is referred to in some editions of the Bible.

“bob’s game” reveals the nature of the universe for what it really is to a generation that needs it the most.  “bob’s game” is the most important thing to happen to mankind in hundreds, if not thousands of years.  

“bob’s game” is the vehicle for a prophecy, written by a “self taught” “genius” “prophet.”  It carries within it a message that will revolutionize society and change the world.  It is the beginning of a new era for mankind.

“bob’s game” actually alters reality itself for those who play it.  It is a key into another dimension.  It teaches the secrets of the heart, the secrets of mind control and psychic power to a generation that has has the wool pulled over their eyes by criminal syndicates.

“bob’s game” is the ultimate cult game.  It is a new religion for the modern world, inspired by and intended as a natural spiritual successor to previous disguised religiongames such as Earthbound and Zelda and movie retellings of an ancient spellbook (The Old Testament) such as “The Matrix,” or thinly veiled references such as Harry Potter.

Unlike this previous media that only hints at the magical capability of humans and the outer dimensions of reality, “bob’s game” itself is a magical device that will force the player to experience the truth.  It’s not a joke.  It’s real.

//————————————————————————————

Demo Download

//————————————————————————————

My focus was always on shipping a large fully playable world and I spent 100% of my time running towards that goal- however, there were a few small demos released.  Keep in mind the last demo was years ago and the game is quite different and improved now!

2009 – Demo 1 (NDS) bobsgame_demo.nds
(This requires a Nintendo DS emulator or flash card.  The PC demo below includes this demo, so I recommend that one!)

2009 – Demo 1+2 (PC) bobsgame_demo_2_final.zip
(Don’t give up on Tetrid, there is a trick to it!)

2013 – Project 2 ALPHA (Demo 3) (PC/Mac/Linux JAR) [Coming Soon]
(This was playable as a Java applet and is dependent on Amazon EC2 servers that I cannot afford at the moment.  I am working on building it into a downloadable JAR in the next few days!)

//————————————————————————————

How did this happen?

//————————————————————————————

For a longer, more detailed version of this story (with pictures!), go to my website,bobsgame.com.  Warning: Explicit and mature content!

Back in 2004 I started working on an RPG for the Game Boy Advance, written from scratch in C.  I got really obsessed with it, and I had a huge playable world for the Nintendo DS by 2007.  It was a massive project, and I had been isolated and pushed myself insanely hard on it for several years, 12-16 hours a day.

In 2008, after demoing it to Nintendo and turning down a job offer (I’d rather work on my own game!), I showed it on the internet in hopes that I would attract some publishers.  Several of them were interested!  After deciding on one and moving near their headquarters in New Jersey, unfortunately, Nintendo was hesitant to license me- even though I had an office, funds, and met all the qualifications.  I really just wanted to get my hands on the official SDK so I could keep programming on the DS, or decide on a different platform, but they were stringing me along and I didn’t understand why.  The iPhone and Android had just come out and it was clear that it made more sense to jump to an open platform.

In early 2009, stuck with a hard-coded game written in C specifically for the DS hardware, and knowing I would have to rewrite the whole thing to get it on other platforms, I threw a meta-protest viral ad thing.  Trying to be like my favorite band Nine Inch Nails recent “Year Zero” viral campaign, I devised an intense and clever alternate reality website that tied into the game story to drum up some attention and try to get Nintendo to license me anyway.  It got the attention I had hoped for, but I still didn’t get licensed.

Unfortunately, I hadn’t anticipated that the gaming websites wouldn’t understand what I was doing- or that they would but wouldn’t be sports about it!  After reporting on the beginning of the campaign, they didn’t report on any of the reveals, leaving the internet littered with headlines of faked videos with me acting as the villain.  Some jealous people some wrote cruel articles about me and smeared my Wiki pages, trying ruin my reputation and frustrate me.  It worked- I got defensive and retreated.  I moved away from the publisher and isolated myself in Austin, Texas, trying to fight off my disappointment.

At the end of 2009, I applied for the Sony PSP after talking to a developer representative at GDC who assured me I would get approved.  They declined too, probably because of the wiki articles.  After porting the game to PC, I applied to Steam, who also declined.  Unfortunately, Greenlight wouldn’t come out for another few years.  The tabloids and trolls had won!  I moved to Silicon Valley, on the advice of a friend.

During 2010, I met up with some game industry people who said they would try to help me.  They introduced me to the heads of GDC and several companies, but unfortunately, it didn’t help me get published.  I only learned that the “game industry” (like most other industries) was a criminal cult, and I was being brainwashed!

In late 2010, stuck, confused, and frustrated, I had the desperate inspiration to make my own handheld console.  I talked to the Dingoo company, a Chinese handheld maker, and got them to agree to a $25 price point on a rebranded device with Gamecube-like controls, which I called the “nD.”

At first I thought I would only scream the idea out to the world with an outrageous video, my last “battle cry” before my dreams were crushed, but then I realized I was in Silicon Valley- the heart of the tech investment industry.  It was worth a shot!

In 2011, With some models, a website with pledged games, a flashy custom game loader, and my game ported to a hacked up Wiz prototype, I got the attention of some former toy company executives and then sought venture capital.  Unfortunately, although I did get one meeting with one of the “big guys,” I didn’t get funding in time.  Somehow, they had torn me apart almost immediately, leaving me confused and with no confidence. The investment industry was even more criminal than the game industry!  In retrospect, that should have been obvious- it’s all about money.  I had no idea what I was doing, and I had run out of money and had no place to live.

In 2012, I moved into my friends’ spare bedroom and decided to try and make a “portal” application for the prototype nD to connect to, a sort of online “hub world” where people could walk around and play games against each other.  I called it “nDworld” and decided to make it in Java, so it would run on Mac, Linux, and PC without much work.

After six months, I was so excited by what I had made that I decided to make it the full game client, and put the nD on hold.  Android devices were getting so cheap that it would make more sense as an Android handheld anyway, and I could use the same Java code on both!

At the end of 2012, My friends moved to a new apartment and I needed to find a new place to go.  After staying in a scary extended stay motel for a month with my stuff piled in boxes in the tiny room, I asked my parents to pay for a place in the cheapest area I could find.

In 2013, I put myself on webcam again for 6 months and got a huge MMO world running on Amazon EC2.  Unfortunately, my parents suddenly decided to stop paying my rent.  Totally cornered, my confidence completely shattered!

Terrified, broke, and living across the country with nobody I could count on, I drove back to my parents’ house in Michigan, emotionally devastated.  I stayed for two weeks before flipping out and driving back, abandoning all my equipment in an argument.  I had no plan and I was confused and in total emotional shock, but I knew I couldn’t give up.

In total despair, I stumbled around in a confused haze for a couple of months, and then got stronger.  I’ve spent the last 9 months sleeping in my car and running at the gym, building myself back up.  I’ve had to humble myself and learn to accept life as it is, to live with almost nothing, to appreciate what I have, and to truly value existence itself and see the world around me as it actually is- an illusion.  I slowly learned how we are tricked by desire and greed and kept weak and blinded by criminal syndicates.  I realized that is what I had been fighting against the whole time, subconsciously!  Even more incredible, I learned what humans are truly capable of- discovering that we are indeed magical creatures with psychic powers!  It’s the greatest trick in history- we are all great wizards, reduced to spending our lives so distracted, we never even realize our own power!

I spent the last month writing a longer, detailed, and explicit version of my journey, live on my website at http://bobsgame.com.  I’ve tried to be as honest and accurate as I could, and I will continue editing and updating it as my memories come back.  Disclaimer: mature and explicit content!

This Kickstarter is my last chance to continue working on the “bob’s game” project.  It is more than a game at this point!  It is real art in an industry where there is none.  It is my whole life!

It’s OK if it isn’t hugely profitable or cutting edge, or even modern at all- even though it was up to par or better than the vast majority of (the thousands of shovelware) retail games for the DS back in 2008.  Without having closure on this project I know that I will never be the same again.

So, I am asking for a small amount of money in order to get a new laptop and to build a “hack van,” a cargo van or shuttle van fitted with solar panels, extra batteries, and a bed and workstation inside.  It is extremely sustainable, and turns out to be a pretty common practice in Silicon Valley!  This way I can continue working on and releasing updates for my game for the foreseeable future, without having to worry about bills or a place to live.

//————————————————————————————

“bob’s game” is made up of several parts:

//————————————————————————————

C Client (“bob’s game” classic) -This is the original Nintendo GBA / DS homebrew code, which has been ported to PC using SDL and OpenGL.  Because it was originally written for GBA, ported to DS, and then ported to PC (with a complex wrapper system over all the DS graphics code), by now the code is very hacked up and hard to work with.

All the rooms were hard-coded one by one, as I had no scripting support in the tools, thinking I would only have to make a single version – and the goal from the beginning was to program a game the way they programmed the games I grew up playing.  Most of the old NES and SNES games were hard coded this way, room by room, and it seemed like it would be fun!  By now, it’s a mess, and all the graphics have changed, breaking all the hard-coded rooms.

This code is deprecated, but I am willing to pick it back up, drop the hard-coded stuff and backport all the scripting support, redo all the graphics code, and refactor it into something nice and clean for an iPhone, PS Vita, or 3DS port.

bgEditor - This is the greatly hacked up, refactored and rewritten “editor.java” that my friend Phil started writing in 2004.  Originally a neat 4-layer GBA tile editor in a single Java file, by now it is an advanced Eclipse project, cleanly separated into dozens of class files, the interface is completely redone with Swing, and almost none of the original code remains.

There are 10 different tile layers including shadows and overlays, support for advanced lighting, an advanced door, hotspot, and portal system, NPC AI and pathfinding, a dialogue editor, support for sprite hitboxes and animations, a custom scripting language and system, a JSON based file format, and direct preview which loads the current room inside the game client. 

This is the heart of “bob’s game” and is essentially a custom alternative version of “RPG Maker” written in Java, which can be released and made open source so that others can create their own games- but this would take a lot of cleanup of the code to make it user friendly.  Only I know all the hotkeys and bugs, and I would have to write documentation and provide tutorials as well.

bobsgame_v9000.zip - A massive bgEditor project file with all of the “bob’s game” assets- maps, sprites, NPCs, scripts, and so forth.  Since all of the rooms were originally hard-coded into the C code, I have a lot of work to do re-scripting all of the original concepts into the new scripting system.  (Only a thousand more versions to go!)

Java Client (“bob’s game” online – nDworld) - This is the completely remade Java game client which I started work on at the beginning of 2012. It was originally intended to be a “hub world” portal system for the nD handheld console. 

It has full game controller support and uses OpenGL for graphics, using the same library as Minecraft, LWJGL, and moving to use libGDX.  It is a very polished and advanced client with full Facebook and Google+ integrated multiplayer built in.  It includes a virtual nD console with a multiplayer version of ‘bob’s game’ packed in by default.  The main character is no longer “Yuu” from the single player game, it has a full customizable character editor.

It has a very innovative design, it downloads all assets from the server in realtime as you play, which are very tiny highly-compressed “tileset” formats, which are then generated into graphics on the local PC.  This means that the bandwidth used is incredibly low, suitable for mobile phones being able to load worlds on the fly over a slow data connection.  It also means that hot-fixes to the game in realtime are supported- if a room is changed on the server, the client will download the new version as the player walks in and out of the room.

nDlib -This is the new Java nD API / SDK that all nD games would be made in.  The ‘bob’s game’ puzzle game is written using this.  This would make third party games very simple to create and list in both the virtual nD game store inside the “hub world,” and also eventually be playable on a real physical Android-based “nDroid” handheld game system. 

I had found that working in Java was so much more convenient than C/C++ that I closed the nD website, hoping to surprise the users with a much more advanced Eclipse based SDK, after the “bob’s game” online: nDworld MMORPG had launched.

Users could use the nD API to list their games on both the nD virtual game store and the Android Google Play Store!  However - By this time, I think that it makes more sense for aspiring game developers to use an engine like Unity3D, not Java.  It was a lot of fun to learn to make an engine all myself (both in C and Java!), but I ran out of time because of it!  If I was starting over today, I would probably use Unity3D (or Unreal 4 for a higher end PC title) for the sake of faster development.  For small games or just for learning, it is still a good choice to use Java / libGDX (which the nD API is based on), but I don’t recommend these for anything larger than a simple arcade-style minigame.  It is just too much complexity to juggle so many platforms available today for an indie game that needs to reach as many players as possible, practically the opposite of the problem before!

‘bob’s game’ - This is the world’s most advanced and scriptable puzzle game, written using the nDlib Java library.  Almost any puzzle game can be created using the highly customizable rulesets.  Anyone can create their own dream puzzle game, and mix and match them with anyone else’s, making for the ultimate tournament experience.  It fully supports multiplayer games, and anti-cheating verification on the server was in progress. 

This will be made into a standalone Java version for PC and Android devices, and a Javascript port is in the works for browser based tournaments!  I may even make a Unity3D version, or even go back to C++, so that it can be made a standard for the rest of computer and gaming history, included with open source game packages and upgraded forever.

“bob’s game” online: nDworld intended to let players participate in a monthly virtual online ‘bob’s game’ tournament, the winners of which would be invited to a real life tournamentand play on a physical ‘bob’s game’ arcade game.

Server, ServerIndex, and P2PServer - These are a small trio of Java servers that run on Amazon’s EC2 platform.  It is designed to autoscale and handle large amounts of users, making use of Elastic Load Balancer and Auto Instance scripting.

Server is the game server itself, which handles securely sending game assets to the client, after checking authorization.  This means that no amount of client-side hacking will allow a player to access areas they aren’t allowed in yet or to modify their stats in the game.

ServerIndex is a “supervisor” program which monitors the stats of all the other servers and connects them together, allowing players to connect with friends across the entire server stack.  It monitors resources and boots up new server instances as needed.

P2PServer connects clients to other clients in a secure manner for multiplayer minigames, and provides verification and anti-cheating for in-game tournaments.

Misc. Assets

Notebooks - A stack of paper notebooks full of doodles, ideas, and to-do lists.  As I spent years working on graphics, I always kept a notebook next to me. Consequently, every time I had an idea for a cutscene, character, or game event, it would go in here – I would eventually fill more than half a dozen notebooks.  Most of them are stained by coffee and ashes.

The Design Document - Several large Excel and Word files of dozens of pages of condensed game ideas from the notebooks.  I attempted to hard-code many of these ideas into the original C code, but never managed to tie everything together into a coherent, linear narrative.

Motivational Wall Posters - A cardboard box full of handwritten motivational posters which once covered my walls, written in the throes of desperation and madness.

To-Do Lists - In the past few years, I have kept several PNotes notepad windows open on the right hand side of my screen.  All insane frustrated rants, conspiracy theory ramblings, and various divine prophesies go in here, along with carefully organized To-Do and Completed windows for each subproject.

Journal and Changelog - During the first 5 years of “bob’s game,” I kept a private development journal, which grew to 7000 pages.  I also kept a manual changelog until I switched to Git commits, which made it a more automatic process.

Emails - My collection of emails- varying from brilliant and courageous to hilariously insane and disturbed- to important corporate executives and investors across the world.

All of these projects will eventually be made open source, ensuring that they become a part of computer and gaming history and continue to be developed and supported forever!

//————————————————————————————

Stretch Goals*

//————————————————————————————

*I am going to try to do all of these regardless of the “stretch goal” achieved.  However, it would be nice to make it to one or two of these, so I have a bit of extra leg room. (Literally!)

<$10,000 I will give up on “bob’s game,” go back to Michigan, get a job at Best Buy, get my GED at night school, and go to community college.  I will work my way up to a degree in computer science and get a job at a video game studio, where I may someday work on my dream game idea: “bob’s game.”

$10,000 “Hack van” – Used cargo van rigged with solar panels and batteries.  It will be cramped in there but better than working in a library or coffeeshop.  This is the bare minimum for indefinite and sustainable (but slow) development of the Java RPG Client and Puzzle Game.

$15,000 Super Hack Van – Upgrade to a Sprinter van with a full size desk and ability to stand up and walk around.  This should make development a lot more comfortable, and I will prioritize Android development of RPG Client and Puzzle Game for phones, tablets, Ouya, nVidia Shield, etc.

$20,000
 Real Office – Instead of a van, I will get a cheap office back in Michigan for at least a year or two.  I will livestream at least one year of development, and prioritize a Javascript port of the ‘bob’s game’ Puzzle Game for browsers- turning bobsgame.com into an in-browser worldwide puzzle tournament.

$30,000 I will pay some (volunteer) artists and programmers to help with development.  I will prioritize adding collaborative network support to bgEditor and distribute the tools to a small group of trusted enthusiasts.

$40,000 I will open source the classic C engine (PC Demo 1+2) for curious hackers and enthusiasts to modify.

$50,000 
I will develop the Official ‘bob’s game’ Arcade Game, both hardware and software,and make them available for sale to your local arcade or home – making the ‘bob’s game’ Interdimensional Championship possible in real life!

$75,000
 I will develop a C++ backport (or possibly a Unity3D version) of Java RPG Client and Puzzle Game, possible to port to iOS, PS Vita, 3DS, WiiU, XBOne, PS4, etc.  I willattempt to get my game published on these systems- but it’s up to them, not me!

$100,000 I will open source everything- the entire Java bgEditor, Client, Server, and Puzzle Game.  This will eventually make possible an open source “RPGMaker” system, in which anyone can create and run their own MMO Game and Server, accessible through a Java, Javascript, (and eventually C++) Client!  I will also release emails, To-Do lists, “Motivational posters,” and other various personal and private assets for public examination. (“The unexamined life is not worth living.”)

$150,000
 Host the First Interdimensional “bob’s game” Championship in a convention center, eventually recurring regularly with regional, national, and global tournament events!

??????

???????

????????

?????????

??????????

??????????? !!!

Risks and challengesLearn about accountability on Kickstarter

 

 

I’m going to release constant live progress so that people understand where the project is. I may also release and commit source code as it is written.

There is no guarantee that the project will ever be truly 100% complete, but I can release something tangible and playable right now and continue updating it indefinitely.

My means of supporting myself are extremely modest and with even a small amount of funding I should be able to get the ball rolling and keep it steady with regular donations and purchases from a small fan community.

//————————————————————————————

What is “bob’s game?”

//————————————————————————————

“bob’s game” is a Multiplayer Adventure RPG for PC, Mac, Linux, and Android (Phones, Tablets, OUYA, nVidia Shield, Kindle TV, and more!)

“bob’s game” is a forerunner and founder of the indie games movement, originally announced in 2008 for the Nintendo DS, campaigning against the treatment of developers by the big console companies, and overshadowed by the incredible success of Minecraft and games like Angry Birds on the iPhone App Store.  As far as I can tell, “bob’s game”may still be one of the largest games (if not the largest) by one person!

Just as I stated then, I intend it to be the last great “16-bit” game- perhaps the greatest of all!

“bob’s game” is a game about a puzzle game called ‘bob’s game,’ developed within the game by the virtual “bob” character, the “final boss” of the game.  It is a hybrid between Zelda, Pokemon, Harvest Moon, and Earthbound, with massively multiplayer elements.

The ‘bob’s game’ puzzle game inside the “bob’s game” RPG is a puzzle game in which you can build your own puzzle games, including all existing types!  It is the greatest puzzle game ever made, and the only puzzle game objectively better than Tetris.

“bob’s game,” however, is far more than just a game.  It is a living work of art, a decade-long art project that spans websites, consoles, videos, music, books, alternate realities, and real-life events.  It is a product of the heart.  It is a lifelong aspiration and a true tour de force masterpiece.  (The work an apprentice makes to become a master.) 

It is a game within a game about the development of itself in realtime, paralleled with a real life tournament to coincide with the virtual.  “bob’s game” blends the line between reality and simulation, and reality and extra-dimensional reality.  “bob’s game” breaks both the so-called “4th wall” and further yet- the “5th wall,” unlocking the secrets of “the Matrix,” or “the Womb” as it is referred to in some editions of the Bible.

“bob’s game” reveals the nature of the universe for what it really is to a generation that needs it the most.  “bob’s game” is the most important thing to happen to mankind in hundreds, if not thousands of years.  

“bob’s game” is the vehicle for a prophecy, written by a “self taught” “genius” “prophet.”  It carries within it a message that will revolutionize society and change the world.  It is the beginning of a new era for mankind.

“bob’s game” actually alters reality itself for those who play it.  It is a key into another dimension.  It teaches the secrets of the heart, the secrets of mind control and psychic power to a generation that has has the wool pulled over their eyes by criminal syndicates.

“bob’s game” is the ultimate cult game.  It is a new religion for the modern world, inspired by and intended as a natural spiritual successor to previous disguised religiongames such as Earthbound and Zelda and movie retellings of an ancient spellbook (The Old Testament) such as “The Matrix,” or thinly veiled references such as Harry Potter.

Unlike this previous media that only hints at the magical capability of humans and the outer dimensions of reality, “bob’s game” itself is a magical device that will force the player to experience the truth.  It’s not a joke.  It’s real.

//————————————————————————————

Demo Download

//————————————————————————————

My focus was always on shipping a large fully playable world and I spent 100% of my time running towards that goal- however, there were a few small demos released.  Keep in mind the last demo was years ago and the game is quite different and improved now!

2009 – Demo 1 (NDS) bobsgame_demo.nds
(This requires a Nintendo DS emulator or flash card.  The PC demo below includes this demo, so I recommend that one!)

2009 – Demo 1+2 (PC) bobsgame_demo_2_final.zip
(Don’t give up on Tetrid, there is a trick to it!)

2013 – Project 2 ALPHA (Demo 3) (PC/Mac/Linux JAR) [Coming Soon]
(This was playable as a Java applet and is dependent on Amazon EC2 servers that I cannot afford at the moment.  I am working on building it into a downloadable JAR in the next few days!)

//————————————————————————————

How did this happen?

//————————————————————————————

For a longer, more detailed version of this story (with pictures!), go to my website,bobsgame.com.  Warning: Explicit and mature content!

Back in 2004 I started working on an RPG for the Game Boy Advance, written from scratch in C.  I got really obsessed with it, and I had a huge playable world for the Nintendo DS by 2007.  It was a massive project, and I had been isolated and pushed myself insanely hard on it for several years, 12-16 hours a day.

In 2008, after demoing it to Nintendo and turning down a job offer (I’d rather work on my own game!), I showed it on the internet in hopes that I would attract some publishers.  Several of them were interested!  After deciding on one and moving near their headquarters in New Jersey, unfortunately, Nintendo was hesitant to license me- even though I had an office, funds, and met all the qualifications.  I really just wanted to get my hands on the official SDK so I could keep programming on the DS, or decide on a different platform, but they were stringing me along and I didn’t understand why.  The iPhone and Android had just come out and it was clear that it made more sense to jump to an open platform.

In early 2009, stuck with a hard-coded game written in C specifically for the DS hardware, and knowing I would have to rewrite the whole thing to get it on other platforms, I threw a meta-protest viral ad thing.  Trying to be like my favorite band Nine Inch Nails recent “Year Zero” viral campaign, I devised an intense and clever alternate reality website that tied into the game story to drum up some attention and try to get Nintendo to license me anyway.  It got the attention I had hoped for, but I still didn’t get licensed.

Unfortunately, I hadn’t anticipated that the gaming websites wouldn’t understand what I was doing- or that they would but wouldn’t be sports about it!  After reporting on the beginning of the campaign, they didn’t report on any of the reveals, leaving the internet littered with headlines of faked videos with me acting as the villain.  Some jealous people some wrote cruel articles about me and smeared my Wiki pages, trying ruin my reputation and frustrate me.  It worked- I got defensive and retreated.  I moved away from the publisher and isolated myself in Austin, Texas, trying to fight off my disappointment.

At the end of 2009, I applied for the Sony PSP after talking to a developer representative at GDC who assured me I would get approved.  They declined too, probably because of the wiki articles.  After porting the game to PC, I applied to Steam, who also declined.  Unfortunately, Greenlight wouldn’t come out for another few years.  The tabloids and trolls had won!  I moved to Silicon Valley, on the advice of a friend.

During 2010, I met up with some game industry people who said they would try to help me.  They introduced me to the heads of GDC and several companies, but unfortunately, it didn’t help me get published.  I only learned that the “game industry” (like most other industries) was a criminal cult, and I was being brainwashed!

In late 2010, stuck, confused, and frustrated, I had the desperate inspiration to make my own handheld console.  I talked to the Dingoo company, a Chinese handheld maker, and got them to agree to a $25 price point on a rebranded device with Gamecube-like controls, which I called the “nD.”

At first I thought I would only scream the idea out to the world with an outrageous video, my last “battle cry” before my dreams were crushed, but then I realized I was in Silicon Valley- the heart of the tech investment industry.  It was worth a shot!

In 2011, With some models, a website with pledged games, a flashy custom game loader, and my game ported to a hacked up Wiz prototype, I got the attention of some former toy company executives and then sought venture capital.  Unfortunately, although I did get one meeting with one of the “big guys,” I didn’t get funding in time.  Somehow, they had torn me apart almost immediately, leaving me confused and with no confidence. The investment industry was even more criminal than the game industry!  In retrospect, that should have been obvious- it’s all about money.  I had no idea what I was doing, and I had run out of money and had no place to live.

In 2012, I moved into my friends’ spare bedroom and decided to try and make a “portal” application for the prototype nD to connect to, a sort of online “hub world” where people could walk around and play games against each other.  I called it “nDworld” and decided to make it in Java, so it would run on Mac, Linux, and PC without much work.

After six months, I was so excited by what I had made that I decided to make it the full game client, and put the nD on hold.  Android devices were getting so cheap that it would make more sense as an Android handheld anyway, and I could use the same Java code on both!

At the end of 2012, My friends moved to a new apartment and I needed to find a new place to go.  After staying in a scary extended stay motel for a month with my stuff piled in boxes in the tiny room, I asked my parents to pay for a place in the cheapest area I could find.

In 2013, I put myself on webcam again for 6 months and got a huge MMO world running on Amazon EC2.  Unfortunately, my parents suddenly decided to stop paying my rent.  Totally cornered, my confidence completely shattered!

Terrified, broke, and living across the country with nobody I could count on, I drove back to my parents’ house in Michigan, emotionally devastated.  I stayed for two weeks before flipping out and driving back, abandoning all my equipment in an argument.  I had no plan and I was confused and in total emotional shock, but I knew I couldn’t give up.

In total despair, I stumbled around in a confused haze for a couple of months, and then got stronger.  I’ve spent the last 9 months sleeping in my car and running at the gym, building myself back up.  I’ve had to humble myself and learn to accept life as it is, to live with almost nothing, to appreciate what I have, and to truly value existence itself and see the world around me as it actually is- an illusion.  I slowly learned how we are tricked by desire and greed and kept weak and blinded by criminal syndicates.  I realized that is what I had been fighting against the whole time, subconsciously!  Even more incredible, I learned what humans are truly capable of- discovering that we are indeed magical creatures with psychic powers!  It’s the greatest trick in history- we are all great wizards, reduced to spending our lives so distracted, we never even realize our own power!

I spent the last month writing a longer, detailed, and explicit version of my journey, live on my website at http://bobsgame.com.  I’ve tried to be as honest and accurate as I could, and I will continue editing and updating it as my memories come back.  Disclaimer: mature and explicit content!

This Kickstarter is my last chance to continue working on the “bob’s game” project.  It is more than a game at this point!  It is real art in an industry where there is none.  It is my whole life!

It’s OK if it isn’t hugely profitable or cutting edge, or even modern at all- even though it was up to par or better than the vast majority of (the thousands of shovelware) retail games for the DS back in 2008.  Without having closure on this project I know that I will never be the same again.

So, I am asking for a small amount of money in order to get a new laptop and to build a “hack van,” a cargo van or shuttle van fitted with solar panels, extra batteries, and a bed and workstation inside.  It is extremely sustainable, and turns out to be a pretty common practice in Silicon Valley!  This way I can continue working on and releasing updates for my game for the foreseeable future, without having to worry about bills or a place to live.

//————————————————————————————

“bob’s game” is made up of several parts:

//————————————————————————————

C Client (“bob’s game” classic) -This is the original Nintendo GBA / DS homebrew code, which has been ported to PC using SDL and OpenGL.  Because it was originally written for GBA, ported to DS, and then ported to PC (with a complex wrapper system over all the DS graphics code), by now the code is very hacked up and hard to work with.

All the rooms were hard-coded one by one, as I had no scripting support in the tools, thinking I would only have to make a single version – and the goal from the beginning was to program a game the way they programmed the games I grew up playing.  Most of the old NES and SNES games were hard coded this way, room by room, and it seemed like it would be fun!  By now, it’s a mess, and all the graphics have changed, breaking all the hard-coded rooms.

This code is deprecated, but I am willing to pick it back up, drop the hard-coded stuff and backport all the scripting support, redo all the graphics code, and refactor it into something nice and clean for an iPhone, PS Vita, or 3DS port.

bgEditor - This is the greatly hacked up, refactored and rewritten “editor.java” that my friend Phil started writing in 2004.  Originally a neat 4-layer GBA tile editor in a single Java file, by now it is an advanced Eclipse project, cleanly separated into dozens of class files, the interface is completely redone with Swing, and almost none of the original code remains.

There are 10 different tile layers including shadows and overlays, support for advanced lighting, an advanced door, hotspot, and portal system, NPC AI and pathfinding, a dialogue editor, support for sprite hitboxes and animations, a custom scripting language and system, a JSON based file format, and direct preview which loads the current room inside the game client. 

This is the heart of “bob’s game” and is essentially a custom alternative version of “RPG Maker” written in Java, which can be released and made open source so that others can create their own games- but this would take a lot of cleanup of the code to make it user friendly.  Only I know all the hotkeys and bugs, and I would have to write documentation and provide tutorials as well.

bobsgame_v9000.zip - A massive bgEditor project file with all of the “bob’s game” assets- maps, sprites, NPCs, scripts, and so forth.  Since all of the rooms were originally hard-coded into the C code, I have a lot of work to do re-scripting all of the original concepts into the new scripting system.  (Only a thousand more versions to go!)

Java Client (“bob’s game” online – nDworld) - This is the completely remade Java game client which I started work on at the beginning of 2012. It was originally intended to be a “hub world” portal system for the nD handheld console. 

It has full game controller support and uses OpenGL for graphics, using the same library as Minecraft, LWJGL, and moving to use libGDX.  It is a very polished and advanced client with full Facebook and Google+ integrated multiplayer built in.  It includes a virtual nD console with a multiplayer version of ‘bob’s game’ packed in by default.  The main character is no longer “Yuu” from the single player game, it has a full customizable character editor.

It has a very innovative design, it downloads all assets from the server in realtime as you play, which are very tiny highly-compressed “tileset” formats, which are then generated into graphics on the local PC.  This means that the bandwidth used is incredibly low, suitable for mobile phones being able to load worlds on the fly over a slow data connection.  It also means that hot-fixes to the game in realtime are supported- if a room is changed on the server, the client will download the new version as the player walks in and out of the room.

nDlib -This is the new Java nD API / SDK that all nD games would be made in.  The ‘bob’s game’ puzzle game is written using this.  This would make third party games very simple to create and list in both the virtual nD game store inside the “hub world,” and also eventually be playable on a real physical Android-based “nDroid” handheld game system. 

I had found that working in Java was so much more convenient than C/C++ that I closed the nD website, hoping to surprise the users with a much more advanced Eclipse based SDK, after the “bob’s game” online: nDworld MMORPG had launched.

Users could use the nD API to list their games on both the nD virtual game store and the Android Google Play Store!  However - By this time, I think that it makes more sense for aspiring game developers to use an engine like Unity3D, not Java.  It was a lot of fun to learn to make an engine all myself (both in C and Java!), but I ran out of time because of it!  If I was starting over today, I would probably use Unity3D (or Unreal 4 for a higher end PC title) for the sake of faster development.  For small games or just for learning, it is still a good choice to use Java / libGDX (which the nD API is based on), but I don’t recommend these for anything larger than a simple arcade-style minigame.  It is just too much complexity to juggle so many platforms available today for an indie game that needs to reach as many players as possible, practically the opposite of the problem before!

‘bob’s game’ - This is the world’s most advanced and scriptable puzzle game, written using the nDlib Java library.  Almost any puzzle game can be created using the highly customizable rulesets.  Anyone can create their own dream puzzle game, and mix and match them with anyone else’s, making for the ultimate tournament experience.  It fully supports multiplayer games, and anti-cheating verification on the server was in progress. 

This will be made into a standalone Java version for PC and Android devices, and a Javascript port is in the works for browser based tournaments!  I may even make a Unity3D version, or even go back to C++, so that it can be made a standard for the rest of computer and gaming history, included with open source game packages and upgraded forever.

“bob’s game” online: nDworld intended to let players participate in a monthly virtual online ‘bob’s game’ tournament, the winners of which would be invited to a real life tournamentand play on a physical ‘bob’s game’ arcade game.

Server, ServerIndex, and P2PServer - These are a small trio of Java servers that run on Amazon’s EC2 platform.  It is designed to autoscale and handle large amounts of users, making use of Elastic Load Balancer and Auto Instance scripting.

Server is the game server itself, which handles securely sending game assets to the client, after checking authorization.  This means that no amount of client-side hacking will allow a player to access areas they aren’t allowed in yet or to modify their stats in the game.

ServerIndex is a “supervisor” program which monitors the stats of all the other servers and connects them together, allowing players to connect with friends across the entire server stack.  It monitors resources and boots up new server instances as needed.

P2PServer connects clients to other clients in a secure manner for multiplayer minigames, and provides verification and anti-cheating for in-game tournaments.

Misc. Assets

Notebooks - A stack of paper notebooks full of doodles, ideas, and to-do lists.  As I spent years working on graphics, I always kept a notebook next to me. Consequently, every time I had an idea for a cutscene, character, or game event, it would go in here – I would eventually fill more than half a dozen notebooks.  Most of them are stained by coffee and ashes.

The Design Document - Several large Excel and Word files of dozens of pages of condensed game ideas from the notebooks.  I attempted to hard-code many of these ideas into the original C code, but never managed to tie everything together into a coherent, linear narrative.

Motivational Wall Posters - A cardboard box full of handwritten motivational posters which once covered my walls, written in the throes of desperation and madness.

To-Do Lists - In the past few years, I have kept several PNotes notepad windows open on the right hand side of my screen.  All insane frustrated rants, conspiracy theory ramblings, and various divine prophesies go in here, along with carefully organized To-Do and Completed windows for each subproject.

Journal and Changelog - During the first 5 years of “bob’s game,” I kept a private development journal, which grew to 7000 pages.  I also kept a manual changelog until I switched to Git commits, which made it a more automatic process.

Emails - My collection of emails- varying from brilliant and courageous to hilariously insane and disturbed- to important corporate executives and investors across the world.

All of these projects will eventually be made open source, ensuring that they become a part of computer and gaming history and continue to be developed and supported forever!

//————————————————————————————

Stretch Goals*

//————————————————————————————

*I am going to try to do all of these regardless of the “stretch goal” achieved.  However, it would be nice to make it to one or two of these, so I have a bit of extra leg room. (Literally!)

<$10,000 I will give up on “bob’s game,” go back to Michigan, get a job at Best Buy, get my GED at night school, and go to community college.  I will work my way up to a degree in computer science and get a job at a video game studio, where I may someday work on my dream game idea: “bob’s game.”

$10,000 “Hack van” – Used cargo van rigged with solar panels and batteries.  It will be cramped in there but better than working in a library or coffeeshop.  This is the bare minimum for indefinite and sustainable (but slow) development of the Java RPG Client and Puzzle Game.

$15,000 Super Hack Van – Upgrade to a Sprinter van with a full size desk and ability to stand up and walk around.  This should make development a lot more comfortable, and I will prioritize Android development of RPG Client and Puzzle Game for phones, tablets, Ouya, nVidia Shield, etc.

$20,000
 Real Office – Instead of a van, I will get a cheap office back in Michigan for at least a year or two.  I will livestream at least one year of development, and prioritize a Javascript port of the ‘bob’s game’ Puzzle Game for browsers- turning bobsgame.com into an in-browser worldwide puzzle tournament.

$30,000 I will pay some (volunteer) artists and programmers to help with development.  I will prioritize adding collaborative network support to bgEditor and distribute the tools to a small group of trusted enthusiasts.

$40,000 I will open source the classic C engine (PC Demo 1+2) for curious hackers and enthusiasts to modify.

$50,000 
I will develop the Official ‘bob’s game’ Arcade Game, both hardware and software,and make them available for sale to your local arcade or home – making the ‘bob’s game’ Interdimensional Championship possible in real life!

$75,000
 I will develop a C++ backport (or possibly a Unity3D version) of Java RPG Client and Puzzle Game, possible to port to iOS, PS Vita, 3DS, WiiU, XBOne, PS4, etc.  I willattempt to get my game published on these systems- but it’s up to them, not me!

$100,000 I will open source everything- the entire Java bgEditor, Client, Server, and Puzzle Game.  This will eventually make possible an open source “RPGMaker” system, in which anyone can create and run their own MMO Game and Server, accessible through a Java, Javascript, (and eventually C++) Client!  I will also release emails, To-Do lists, “Motivational posters,” and other various personal and private assets for public examination. (“The unexamined life is not worth living.”)

$150,000
 Host the First Interdimensional “bob’s game” Championship in a convention center, eventually recurring regularly with regional, national, and global tournament events!

??????

???????

????????

?????????

??????????

??????????? !!!

Risks and challengesLearn about accountability on Kickstarter

 

 

I’m going to release constant live progress so that people understand where the project is. I may also release and commit source code as it is written.

There is no guarantee that the project will ever be truly 100% complete, but I can release something tangible and playable right now and continue updating it indefinitely.

My means of supporting myself are extremely modest and with even a small amount of funding I should be able to get the ball rolling and keep it steady with regular donations and purchases from a small fan community.

 

 

excgarated

Posted in planet lotb with tags on March 24, 2014 by landofthebanned

excgarated

 

Meaning the same as exaggerated

Humble Bundle X – Humble Bundle 10 – Starbound scam – Bait and switch

Posted in planet lotb with tags , , , on January 7, 2014 by landofthebanned

humble bundle 10 scam - starbound

There’s no sign of the “Starbound” offer on the page anymore, at all. I wouldn’t have even known about it if it wasn’t for this page. I knew that something was up with a $7 average with these games… That’s not cool at all Humble Bundle.. You offered a different product to the first 1000 people. You can’t take that into account for the “average” spent overall.

Wouldn’t it make more sense to keep Starbound and have a $10 tier instead of only limiting it to 1,000 copies?
It’s a win-win for everyone: Those interested in Starbound will buy it, more revenue for the site and everyone is allowed to purchase it until the bundle’s over. Everyone wins.
Hopefully they won’t repeat this “promotion” again and this is a one time brain fart.

This is bait and switch. Not the classic definition, mind you, but a reasonable facsimile.

Hear me out before judging hastily. The price of the Starbound-receiving bundle affects the price of the BTA bundle – meaning they’re treating them as the same product, equating them to one another for the purpose of averaging. However, they are clearly two different products, with one being inferior. The hope is that they re-coup the extra cost of Starbound by pushing the bundle price higher. This serves the function of bait and switch and they have equated, through averaging, an inferior product to a superior one.

Edit: Bait and switch, even with prior advertising of limited quantity, is illegal in the United Kingdom, Canada, and I would think a number of other countries. For the USA, it’s legal as long as the advertisements made the limited quantities clear.

Everyone saying, “It’s for charity, don’t be so entitled” is missing the point. It isn’t okay to trick people to give to charity, ever. By misrepresenting what the product is/was and artificially inflating the BTA they have resorted to trickery to get more money. While this goes to charity it also goes to them, as I’m sure most people leave the default settings (which include a %10 tip by default). If they want a certain average they should just set one and be upfront about it.
It’s a dick move and will/should hurt their brand.

I usually defend HB when people complain about them, but I can’t really approve of what they just did. The “average” is meaningless if not everyone has the opportunity to buy the same thing.

Way to go, lack luster games and a cheap way to boost up the average. Thanks humble.

  • To the moon- Indie royale Fall bundle (3 hour game)
  • Joe danger 2 – fall sale $3.74 (2.5 hour game)
  • Papo & yo – PWYW indie game stand a few weeks ago (3 hour game)
  • Runner 2 – was $2.50 on amazon a week ago
  • Reus – a BTA game that was $2.50 in the witner sale and free with IGN
  • Surgeon Simulator – a BTA $2.50 on steam and has been in Re-loaded bundle.

Would have been fine with the price inflation had we had better more desirable titles.

New LOTB – http://lotb.boards.net/

Posted in planet lotb on January 7, 2014 by landofthebanned

http://lotb.boards.net/

Gateway 3ds Review – New 3ds Flash Cart

Posted in land of the banned, planet lotb with tags , , , on August 7, 2013 by landofthebanned

Looks like its going to only work up to 6.2 firmware with only up to 4.5 running at the moment and take a ton of work to run

Full review

http://www.lotbjh.athena-server.com/index.php/topic,3123.0.html

gateway 3ds

gateway 3ds

GATEWAY 3DS – UPDATED iNFORMATiON (7th August 2013)

Currently it is not compatible with firmware above 4.5 but we are working on making it compatible as quickly as possible with 5.x and 6.x firmwares. It is most likely to happen in the weeks to come since we are now done with V1.0 of our product and can now fully concentrate on newer firmware and new functions.

Since the product is now released and soon in Nintendo’s hands, anything above 6.2.0 will most likely never be compatible.

In any case: NEVER update, as we never know if we can make a fix for any update.

Remove automatic updates by enabling parental control to prevent any accident.

We can’t repeat it enough, do NOT update if you want to be able to enjoy the only solution for your 3DS: Gateway! You have been warned!

Downloads: Gateway-3DS.com

SOURCE: http://nforush.net/consolenews/detail/gateway-3ds-not-compatible-with-fw-above-45-yet.html
Last edited by mon0, Today at 1:41 PM
First units to ship this week !
And a quick note to update our FAQ regarding the use of the “blue” card and recent title releases:

Can the blue card run DS home brew ?
YES :- The bundled blue ds card, is in essence a standard DS cart capable of both DS backups and home brew for DS mode, tested to work on 6.1

Is the blue card required for every power cycle ?
No :- Our custom Gateway Installer DS app is only required to be run once to setup and thereafter any time the console is used in DS mode.

Does Gateway support all games:
No :- Animal Crossing uses unique NAND based save hardware in the cart, support will be added through a GW firmware update. Mario (released last week) is forcing 5.1 update. We have prioritised work on supporting all such future releases. Stay tuned.

Resident evil 6 – Back For More

Posted in planet lotb with tags , , , on September 27, 2012 by landofthebanned

Resident evil 6 – Back For More

Just played it
first mission has you as leon helping some girl called hellena ?
Best part is right at the end of the first mission -
BACK FOR MORE

you then get to pick 3 heroes
Leon , Chris and Jake

merc mode is unlocked from the start  tj

Resident evil 6 – Back For More

 

iPhone 5 Has Been Jailbroken – less than 24 hours

Posted in planet lotb with tags , , , on September 24, 2012 by landofthebanned

iPhone 5 Has Been Jailbroken – less than 24 hours


it has been less than 24 hours since Apple’s new iPhone 5 went on sale and iOS jailbreak developer Grant Paul a.k.a chpwn has posted a screenshot of iPhone 5′s taller Home screen with Cydia installed on it.

Few minutes back he tweeted:

Taller screens like Cydia too. :) Twitter / chpwn: Taller screens like Cydia too. …

He later confirmed that it is indeed jailbroken.

This is good news for jailbreakers as it also implies that iOS 6 can be jailbroken on the newer iOS devices. Currently it is possible to only jailbreak iPhone 3GS and A4-based iOS devices such as iPhone 4 and iPad 2.

It is not clear if the issues with Cydia and fundamental modules like PreferenceLoader have been fixed.

It is impressive that Grant has managed to jailbreak iPhone 5 on the day of its launch, we must admit that based on the status of the iOS 6 jailbreak, we were least expecting it.

Grant has developed popular jailbreak tweaks such as Zephyr.

 

iPhone 5 Has Been Jailbroken – less than 24 hours

Follow

Get every new post delivered to your Inbox.

Join 327 other followers