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StephanRewind

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A member registered Aug 23, 2021 · View creator page →

Creator of

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Thank you! Panic has been very nice with me and supportive of the project  since the beginning, so hopefully they’ll help with promoting the game when it comes out. 

Thanks. Busy as always :)

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Thank you! The charts are done by hand. Linear interpolation is super simple so I could just draw them in Photoshop. I wish I could find a good charts software but they all have a depressing business software look. I tried Apple Numbers but gave up within an hour under the constant barrage of bugs.

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Yes, random generators aren’t technically real random. But I ran batches of thousands of torpedo hits and detection rolls and they averaged over time exactly where they’re supposed to be. But the problem is that even real random have odd cases like you experienced. You could even argue that it’s the essence of random. We can’t expect rolls to be always nicely distributed. And our brains have a tendency to remember the few bad ones over the hundreds of good ones. That was the point I was trying to make across I guess. It’s not like the toast always falls on the wrong side, it’s that we forget all the times it landed right.

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Thanks! Hopefully the next log should have several new finished graphics and animations.

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Absolutely. The most likely course of action at this point will be to port the game in Love2D, which would allow me to keep most of the Lua code base. And Love2D framework supports Windows, MacOS, Linux, Android and iOS. So I would have a cross platform version on Steam and possibly even a mobile port down the line.  In fact, since I work on MacOS, the initial port will technically be Mac. 

Anyway I can’t decently have a 1-bit game not ported for the Mac :)

Thank you very much! An healthy amount of pressure can’t hurt anyway ;)

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This is both a very kind and terrifying statement to me :)

Thanks!

God forbid people emulate me, unless they want to spend five years on a Playdate game!

But thank you for the kind words, Pat, and for giving such exposure to the game. I love that the interview is done in the same spirit of openness that I try to have in the logs. :)

I know. I must apologize because the editor of the magazine asked that I push back the post by 2 days. I promised to respect the exclusivity to the magazine subscribers and shipping has taken him longer than expected, which I can’t blame him for because I know how much work he puts into it, doing everything by himself. 

Sorry about that, but I will publish on the 24, no matter what. Thank you for your patience.

Thank you! I’m partly with you on the Playdate screen. I think that it would be a lot more tolerable with a backlight though.

As soon as the Playdate version is out the door, I’ll probably work at submitting the idea of a port on Steam, and see if it gets any traction.

Thanks :) I have a few of the required social accounts but I’m not very active. Only posting the occasional progress report. Posts are redundant.  Pick your poison.

X

Mastodon

Blue sky

 Instagram

I also have a bunch of my past unedited pixel art streams on YouTube, if you’re into this sort of stuff. Not directly related to Atlantic ‘41 though.

 YouTube

Thank you. Not yet. I’ll communicate a date when I’m very close to release.

Thank you so much :)

At this point, not gonna lie, me too!

Nice! I wasn’t sure it was worth it, so thank you.

Thank you! 😀

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Please don’t apologize! I keep up with the devlogs in great part because of messages like yours. Many devlogs turn into tutorials, and strip out all the clumsiness.  But I’m never in total control of the work. It’s a messy and sometimes frustrating process, and I just want to share it for what it is. Let the reader take what they want from it.
I don’t claim the paternity of that approach though. It was inspired by Jordan Mechner and his journals for Katateka and Prince of Persia. I highly recommend them, since you seem to enjoy this kind of report. They’re highly detailed development accounts of legendary games, but also more personal and intimate views into the daily life of a kid in the U.S in the 80’s.

Here’s a link: 

Jordan Mechner Journal Series

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Thank you for the very kind words about the art. Someone else mentioned the book on social media. Maybe it was you.  I really like that idea. It’s a significant additional workload because you can’t just copy and paste the web posts into a book. There’s a big job of editing and proof reading, and the question of image rights will be an issue. It’s not like a non profit website.
Interestingly my devlog was inspired by the wonderful journals Jordan Mechner wrote for Karateka and Prince of Persia so a book would be full circle.

Same here. All animated gifs stopped working on the new devlog I wanted to post. And animated gifs on the front page of the game have been broken for a while too.

Thank you for your kind  support.

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Thank you and welcome :)

Hopefully you won’t regret it :) Thank you for the continued support.

Thank you! I appreciate all the support. Too early to talk about the release date I’m afraid. I’ll announce it as soon as I’m confident that I can meet it. I’ve been too often bummed with games being pushed, so I want to avoid the disappointment to people supporting Atlantic ‘41.

Thank you! It makes me happy that people seem to really like them so far. It’s important for the game.

Thank you both. I miss the 80’s video-game manuals. I’ll support Atlantic ‘41 with a detailed manual, maps and historical and technical brochures, like they did at the time. May just be PDF but at least it’ll exist. I also plan to make a 80’s style box, complete with illustration on the front and screenshots on the back, so people have all the material to print and build their own package.

Thanks for telling me :)

Thank you :)

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Thank you! Makes me happy because that was the goal for these animations.  As for time, I guess we all aspire to be more efficient but I agree about finishing being what matters. 

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Thanks for the feedback. It’s the explosion flash. There’s no gun involved here, since this is a torpedo hit. This may change down the line, especially the camera shake that may be a bit too intense. 

About the watch, I have to keep feasibility and timing into account.  An animated hand is very hard to do well, and would add a few more seconds to each time lapse, which the player would likely get tired of after a while. Repetitive non interactive animations tend to break the flow of the game. It may be already too long as it is. I wanted to find a way to keep the full screen stopwatch but sometimes you have to kill your babies for the greater good.

Exactly how  I feel about difficulty. I feel like we ought to trust the player and let them learn from their own mistakes, rather than holding their hand.

Thank you! Working diligently :)

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Thank you :) I’ll post here and on other platforms when I’ll need testers, which will be an opportunity for them to give feedback on every aspect of the game, including sound. I’m not sure how many testers I’ll be able to welcome, but make sure to get in touch then.

Thank you!

Thanks. I’ll do my best :)

Thank you :) That's a good thing!

Thank you. I don’t plan to have an early access period like they do on Steam, but at some point ’ll give a build to a small group of people to test/submit feedback. I’ll announce it here and on Twitter. I don’t have a date yet.

Thank you!