Posts tagged Atomic Combat
More News about Atomic Combat
Mar 6th
Pending Beta testing results from the good King Thor, I believe Atomic Combat is actually finally ready for the spotlight… There are a few small but minor annoyances left to tackle, but nothing horrible. But I didn’t decide to blog today to release the umpteenth “coming soon!” promise for AC… No, I came here today to let everyone know that the iPhone/iPod Touch SDK comes out today, and I plan to have a busy next few days/weeks as I port Mojiferous Industries titles over… It shouldn’t take long, but you never know what kind of ludicrous plans for insane stuff I may come up with along the way…
However, if successful, this will mark the first time that you will actually be able to pet the lobster using your fingers and toes and not just a little black cursor (unless of course you’re a fancy-ass that has a touch screen…) Anyway… it’s exciting for me, like watching your kids go to college, or taking a really satisfying dump.
–Mojiferous
Atomic Combat (finally) almost done (yet again)
Feb 22nd
Well… I’ve said it before, but this time I really mean it- All I have to add to Atomic Combat is help implementation (which should be a load of fun) and it’s done. Really done this time. The program has changed a lot over the last year, no longer is there any kind of annoying grey-area diplomacy, no more convoluted research, no more waiting for wars to begin… All in all, I think the program is much healthier, easier to use, and a lot less confusing. The interface has changed a million and a half times, and the gameplay is now something more akin to Battleship, but I think my original quest to make a nuclear warfare game in which no one really ever wins has been fulfilled. Everyone always asks, “You can’t win?!” with a look of surprise, but it’s damn close to true- the only way to really “win” is to survive an entire war without casualties… which is technically possible, but unlikely.
Anyway… As soon as I have the help files worked out and everything tested a little more, I’ll post the damn thing and finally get almost a year of solid coding off my shoulders. If anyone wants to beta test for me, just send me an email!
–Mojiferous
Welcome 2008!
Jan 20th
I know I’m a little late, seeing as how it’s already the 19th of January, but I’ve been lazy… So here it is: The 2007 Mojiferous Recap!
2007 started out rather slowly, with Mojiferous Industries in nascent form, like some kind of billowy gas cosmic gas cloud swirling around inside my mind… and then sometime in March I broke down, adjusted my programmin’ slacks, took off my top hat, and proceeded to remake/remodel Lobster Petting for the 21st century… making a OS X version that had all the charm and usefulness of the original (e.g. none.)
March was followed by a lot of other months whose names I forget and by the release of of Zoltan!, the last word in worthlessness. I would like to claim that Zoltan is some kind of deep artistic statement, but even free-associating buccaneers would find that to be a stretch… Maybe with a graphics update and some better user-interface work… Maybe in 2008…
Zoltan! prompted me to actually make a working version of Desktop Cigarette, which was promptly broken a few months later when Apple released Leopard… So I “fixed” it, realized it was more broken than before, and just ended up making it a widget, like it probably should have been in the first place. Oddly, Desktop Cigarette (in all of its forms) has generated more complaints, more stupid questions, more angry people, and more downloads than anything else I’ve made thus far… (It did make me realize that almost all hardcore anti-smoking people are complete batshit insane nutjobs. The bile, hatred, and blind anger directed at Desktop Cigarette [and me] just because it is associated with smoking is enough to make me want to smoke three packs a day just out of spite.)
Somewhere around late April through September I disappeared while furiously working on the useless monolithic thing I call Atomic Combat… Intro movies, worthless animation, a slew of excitingly byzantine options, and an AI that seemed to have a mind of its own. After three months slaving over the thing, having dreams about weird code, spending days tracking down problems within an increasingly complex labyrinth of code, I kind of gave up: No one could figure out this giant spiffy turd I had shat out, and I couldn’t even start to imagine how I would get the stink off…
The horror that was my over-zealous and complicated idea led me to trim down and look for smaller, tighter programming options… and different avenues of inspiration. My friend Kloewer suggested I make a game about locking your dog or baby in a hot car- so I did. Heat Stroke was simple, quick, and basic. I think the sound effects, opening movie, and weird 50′s TV theme are a laugh riot; the rest of the world yawned. I expected people to complain, instead Heat Stroke kind of faded off into obscurity…
Followed closely by Motor Pants, my manless pants racing game. The damned thing makes no sense. The interface could be better, but how? Do I really want to waste a whole bunch of time making graphics for a pant racing game? What is the meaning of it all in the first place? Why match coins to propel a pair of pants???? I tried making an intro movie for this one too, but nothing came out- how do you illustrate the idea of “motor pants”? 3D pants racing around like some kind of really terrible console game? My first idea involved a pantsless dancing homeless guy, a plastic lobster, and fireworks, but I scrapped it as too expensive… So I guess you’re all stuck with the steaming pile that came out instead (like some kind of gelatinous smelly afterbirth.)
Oh yeah, and some time in October I launched Mojiferous.com- so that whenever I tell someone my website address I can spell, then politely explain why I have such a bizarre site name. Nothing says confusion like “Mojiferous”! It’s kind of like having someone badly translate for me all the time- “My client would like to use the steamhorn, as he is differential and gassy. Thank you!”
So that’s 2007 in a nutshell. It probably contained peanuts. I spent way too much time slaving away making useless doodads, had some really horrible ideas, and didn’t make one thin dime! 2008 looks like it’ll be just as useless, filled with even more horrible ideas, and even costlier than 2007! I am currently in the process of making Atomic Combat a viable and interesting game- more in the vein of Battleship than whatever the hell it was like before… maybe something boring and tedious… like solving differential equations. by hand… I would say something encouraging like “look for it in the next few months,” but who am I fooling? It should be “watch out for it! It’ll probably be a disaster!” (Maybe some feature involving beards or mustaches would improve it… yes… improved beards and mustaches… hmmm.) Here’s to poverty and insanity!
Atomic Combat Beta Released!
Sep 26th

So the initial beta build (#49) is ready to go! You can get it here. Download it, test it, tell me what’s wrong… Hopefully I can sweat out version 1.0 by Halloween!
–Mojiferous
Okay… so it’s going a little slow…
Sep 1st
But really folks, Atomic Combat is becoming more like a reality and less like some crazed dream… The slowness and lack of news are mostly due to the fact that I decided that a one-on-one, you & the computer nuclear war was fun at first but offered little re-playability. So I changed the entire damned program, rewrote entire blocks of code, and now have a game in which you face not one, but three computer countries. I’ve finished all the little bits and pieces and have released early binaries to a few close friends… but even with early testing all kinds of new bugs and annoyances were found (of course) so the quest for a releasable version goes on. Fear not- I have nerves of steel and apparently way too much time on my hands, and hopefully sometime before 2009 everyone will gasp in horror at the huge amount of time I’ve wasted on such a nonsensical thing! As of right now the early screen shot from below is waaaay out of date, and it may take a week just to write a half-assed instruction manual, so bear with me…
–Mojiferous
Still coding away…
Jul 13th
Atomic Combat is really close to being a finished beta… just a few more simple things to add or fix… and then comes the intense testing and retesting… This damned project has taken much longer than I thought, mostly because I am easily distracted by other games, but also because of my intolerable desire to add as much useless crap to the program as possible. I’m now shooting for sometime in early August for a playable beta, with 1.0 coming probably sometime in September, at which point I’ll finally be able to pursue some more worthless projects (which I have already begun to plan… yes, planning.)
–Mojiferous
Almost done…
May 19th
So Atomic Combat 1.0 (the now almost-certain title) is very near done. I have nearly finished all of the working parts and my aim is now to get the UI improved and ready for the stage. I still have to implement an open/save function, a difficulty setting, implement sound, add my opening movie, and start building an editor. Oh yeah, and test the hell out of the thing so that I can make sure everything is running correctly. So… maybe early June for a release date.
Everyone I have talked to is actually kind of excited about this project, so hopefully it lives up to the hype…
–Mojiferous
And so the Nuclear War continues…
Apr 30th

Still busy working on the Nuclear War game… I have gotten really far into it, but I keep adding extra features and more complexity, so the going has been relatively slow. I just downloaded Defcon, which at first worried me, because if someone else had beaten me to the gates with a similar nuclear war game, I would have felt like an idiot, but to my relief Defcon is much simpler and more action-based than my game (which is still in need of a name… if anyone reads this, please help.) I’ve included a screenshot, reduced to almost nothing in size, but you get the gist of it…
As a side note, I will be needing beta-testers soon, because obviously I can’t find every bug on my own… (once again if anyone actually reads this…)
Salutations!
–Admiral Mojiferous J. Colossus
Workin’ on a nuclear war…
Mar 31st
So I’m deep within the development process for my next program, one that promises to be useful and actually have a point to its existence… That’s right, I’ve finished up the user interface and basic model for the Nuclear War game… Now comes the hard part- making the AI. I will post screenshots soon, and maybe shed a little more light on the basics of the game and how it is going to work. In the meantime, you can all be assured that I’m not just sitting around doing nothing.
–Admiral Mojiferous J. Colossus
