Thanks for asking! I started another project, but didn't came far. Now I'm employed fulltime and got a daughter of four months. Still hoping to get back to game development some day. If all turns out fine, it might already be end of this year.

@Schrompf: Cool. Then I'm looking forward for information about this projectI also have small kids (two daughters: 4y and 2y) but I stayed full-time indiedev (with my brother) and I must say financially it's very bad solution (fortunately family help us) :/ (and work on the Archaica takes much more time that we planned).And some new screenshots. This is a sample round from third realm in Archaica (Islands realm):If You are in facebook "Indie Game Developers" group You can also check this post (on facebook): Swamps Of Oblivion And some technical information. I just started cleaning the mess in Archaica source code. The stats at the moment looks like this (no blank lines, no shaders) measured by cloc tool:game: 25k lineseditor: 11k linesengine: 29k linescomments (mostly commented unused code): 8k linesI'm wondering how look similar stats in other projects that uses custom engines?Cheers!

Maybe your coding is so much more concise than mine :-) Splatter had 250k line in custom code and ~2.5 million LoC dependencies. Most of that was Boost, though, so that doesn't count for much. The port to Linux and Mac added surprisingly few lines.

@Schrompf: I think Your engine has more features (for examples complex animations and particles, both with nice tools - and both things are missing in Archaica engine). Also Archaica is for PC only (no code for other platforms).Also my code is rather simple (I like simple code - maybe even too much): no setters/getters, almost everything is public - I try to hide implementation inside cpp files (instead of private parts of classes), minimalistic class hierarchy (but without exaggeration - there is really a lot of classes in the code), rather small number of interfaces, no dedicated thread for renderer etc, also game-code and engine-code has built-in a lot of editor functionality (so editor has comparatively small number of lines).Full source code at the moment has: 65k (code) + 22k (blank) + 8k (comments) = ~95k lines.PS. I'm cleaning the code now, and I really like it - it's probably a good signThere is a lot of good stuff in it

This reminds me of God of Light for iOS.I loved and finished that game, but this one seems a lot more gorgeous and will probably feature much harder puzzles, considering it's for pc.Keeping my eye on this!

@maiscrudo: Thanks! We know God of LightNice game. Archaica has a different gameplay (more discrete) and more variety. And I also think it will be harder@jctwood: Thanks! But remember that this is a very different gameplay: Archaica has not first person camera, only top-view and rather static.@nam1995: Thanks! PS. My brother is responsible for art-sideIf You are interested please check out his deviant page: DeviantArt

Hi. Today just one shot for screenshot saturday:And a short description. This is fourth realm in Archaica - The Crystal Mines (this realm is not finished yet). All levels in this realm (except first) are deep under ground. The deeper the level is the more red color (from lava) it has.Hope You like it

Holy crap is this pretty. You guys really nailed it in the trailer. I might have thought a game about rotating mirrors would be a tough sell. But the trailer made it all feel super epic. Really came across as a beautiful puzzle-world filled with mysteries. Nice work. Thanks for sharing.

@Jabberwocky: Thanks!Btw. At this moment there is a live twitch from the last level in Beta version: https://www.twitch.tv/gamescroller by Gamescroller. All are welcome to join

Hi. Level design work on a next realm (jungle) is almost done, and on this occasion I have a question: Are symmetrical solutions in puzzle games good or bad idea? What do You think?Here are two screens from the realm we are working on now:Cheers!

I love good looking solutions to puzzles -- be they symmetrical, or just visually pleasing in some other way.has some fantastic symmetrical puzzle solutions. Even though they're simple, I love their style!Of course, it's all subjective. But I like your top solution (the symmetrical one) more than the bottom solution. It's a nice, small reward for success.

Are symmetrical solutions in puzzle games good or bad idea? What do You think?

@TheWanderingBen: I also like good looking solutions (but my brother pay more attention to this aspect). And I prefer top solution tooIndeed it can be treated as a small reward for success. Thanks for the reply!

Hi. We are still reworking some levels. Here is one of the reworked map (and still needs a bit more reworking). Guess which old game was the inspiration hereCheers!

Hi. Recently I made my 1000th commit to Archaica source code. It's 3,5 years since I started using git. Befere I was just making copies by hand, so my initial commit was quite big. Here are the current git stats. The average is 400 changed lines per day (including added/deleted files, so the real number is smaller). 400 lines doesn't look as big number :/ (but I was not only programming...)Screens (click for full res):Cheers!

I definitely like symmetrical. Of course the symmetry may make the puzzles easier?

Are symmetrical solutions in puzzle games good or bad idea? What do You think?

@AaronB: I think there are definitely easier. But for that reason You can make a more complicated puzzle than in similar assymetrical version of the particular puzzle.