About Eufloria

 

Eufloria is an ambient game of space exploration and conquest that employs surprising themes of plant growth and bio mechanical evolution.

The game allows the player to explore a beautifully realized universe rendered in a style that is both unique and compelling. Eufloria’s aesthetics are reminiscent of children’s books like “the little prince” and the gameplay is supported by an original ambient soundtrack by Brian Grainger.

Gameplay revolves around conquering asteroids in space and using their resources to literally grow and nurture new semi-organic plants and creatures to do the player’s bidding.

The player is pitched against several teams of AI opponents that all vie for the same resources and can offer fierce opposition.

 

News

 

Eufloria 2.05 released!

posted by admin on 16th July, 2010 | permalink | 24 comments

Update:
There was a problem with the patch that should now have been fixed – if you downloaded th epatch and the game doesn’t work, please try it again now. Also the FTP is a bit broken so I haven’t been able to update the demo installation – that will 404 for the next couple of days I’m afraid. Please bear with us.

Original post:
We’ve released the new update for Eufloria.

Patch for the full game
Patch for the demo

The first big highlight of this update is that we’ve now added Achievements to the game, and these will work with Steam if you got the game there. We’ve given them a good test so they should be fun, and present a variety of different gameplay styles to get your teeth stuck into. Let us know what you think in the forum!

The second major item is that we’ve added our first Community Map Pack. These are some of the best levels that have been made for the game since it was released. It’s really amazing to see what people have been getting up to – congratulations to all the map authors we’ve included. The maps are accessible from the Custom Maps menu and all have their authors attributed so you can see who’s who. There are also many more cool and interesting maps to be found in the user levels forum – go check it out! :)

We also added (and fixed) some really cool modding stuff, so check out the list below and then get stuck in ;)


- Added Achievements.
- Added Community Map Pack 1.

- Added directory support for Custom Maps.
- Added speed records on level selection.
- Lua: Added user interaction Lua calls OnAsteroidSelected(ID), OnMouseLeftClicked(x,y) and OnMouseRightClicked(x,y).
- Lua: Added drawing text from script.
- Lua: GetNumAsteroids() – returns number of asteroids in play.
- Lua: RevealAll() – reveals all asteroids.
- Lua: Asteroid naming (asteroid.Name = “”).
- Lua: Planting flowers from script (flower:Plant, flower:PlantOnRandomTree, flower:PlantOnRandom###Tree).
- Lua: Camera location and zoom query from script (GetCameraX, GetCameraY, GetCameraZoom).
- Lua: Get trees on asteroid from script (asteroid:GetRandomTree, asteroid:GetRandom###Tree).
- Fixed adding and removing asteroids at run time.
- Fixed planting on moving asteroids.
- Fixed enemy laser mines travel distance violation (thanks Maarten).
- Fixed crash bug when enemy AI has no asteroids (thanks Mihhaelo).
- Fixed loading music restarting as the game enters main menu.
- Fixed invisible mines/flowers from Lua setup bug.
- Fixed long root crash.

Enjoy!

 

Indie 4 lyfe. Eufloria PSN-bound!

posted by admin on 1st June, 2010 | permalink | 11 comments

We take great pleasure in announcing that Eufloria will be coming to the PlayStation Network in early 2011!

I’ve just QUIT MY JOB, which means I can now spend 24 hours a day (or a more reasonable approximation) working on Eufloria. Rudolf, Brian and I have also begun development on a reboot of the game, which will hit PSN in 2011. This reboot, much of which will come as a free update to current and future owners of the game, will feature some of the things we wanted to get in the first time around but couldn’t because of pesky things like day jobs and deadlines and other such nonsense.

You can expect graphical improvements, gameplay changes, interface improvements, and new content. Brian is also going to be pounding out more adrenaline-pumping composing new beautiful ambient landscapes to add even more unique tracks to the game’s original soundtrack.

We’ve also composed a press release (DOC|PDF) which we are in the process of releasing to the press as we read/write.

Stay tuned for updates and development blogging :)

 

Make Something Euflorious!

posted by Rudolf on 25th March, 2010 | permalink | 5 comments

Dear Friends.

The latest release of the game has included some good bug fixes and features, but I want to highlight something I am especially excited about. We already have some pretty cool levels and mods made by fans popping up on the forum, which is great. Lua allows for some funky things to be done and quite a few people are rising to the challenge. (My thanks to those brave souls!)

Having said that, it can now get even better, as Alex has been kind enough to expose a number of graphical routines in the code to the general modding public. Specifically, you can draw your own graphics in-game through Lua! Here’s a quick flower pattern drawn at the centre of an asteroid from Lua:

Flower drawn in Lua

You can heavily modify the look as well as the logic of the game (have fun with those moving asteroids!), which in some ways scares me as much as delights me. I wonder when the first in-game errmmm PONY will appear. :-)

So, in practical terms, the modding potential for the game has now increased by an order of a magnitude. We can’t wait to see what people are going to do with this. Other than the features themselves we also decided to promote this in other ways, so we are giving you all heads-up that there is a modding competition in the planning. We are not announcing the date yet, but wanted to give you a heads-up so you can play a bit with the new modding features before really going mad. ;-)

Some initial info on how to mod the visuals has been posted on the forum in this thread, but this will be expanded on in the near future. Additionally, there is a very detailed and thorough modding guide that covers logic and level creation to be found here.

So, more on this in the near future, and please do make some funky Euflorious content!

Rudolf

 

Eufloria version 2.04 released!

posted by admin on 24th March, 2010 | permalink | 3 comments

Hot on the heels of version 2.03 we’ve released 2.04, which fixes a bug in the pathfinding of 2.03, and adds drawing from Lua script. If you’re interested in that, see the 2.04 release thread on the forum :)

Here are links to the patches for demo and full game:

Patch for the full game
Patch for the demo

Sweet patch honey.

 

Eufloria version 2.03 released!

posted by admin on 21st March, 2010 | permalink | 1 comment

We’ve just released version 2.03 of Eufloria.

Patch for the full game
Patch for the demo

The new version should filter through to the Digital Download services over the next few days.

This release should fix the following issues / added features:

- Added screenshots on F9.
- Fixed AI not planting flowers on Dyson trees.
- Fixed seedlings not attacking high-altitude enemies attacking trees.
- Fixed laser mine sending crash
- Asteroids can be moved in script at runtime with asteroid:MoveBy(x,y) and asteroid:MoveTo(x,y) (Cannot be moved out of world bounds)
- Add flowers and mines to asteroids with script commands asteroid:AddFlower(), asteroid:AddFlower(faction) and asteroid:AddMine(), asteroid:AddMine(faction) (returns object created or nil)
- Query number of present flowers, mines with asteroid:GetNumFlowers(faction) and asteroid:GetNumMines(faction)
- Access present flowers, mines with asteroid:GetFlower(faction) and asteroid:GetMine(faction) (may return nil if none present)
- Send flowers and mines with flower:SendTo(asteroid) and mine:SendTo(asteroid)
- Set attributes on any game entity (asteroid, seedling, tree, mine, flower, etc) using SetStrength, SetSpeed, SetEnergy – results are untested and may not work as desired
- Add seedlings of a particular type to any faction on an asteroid with asteroid:AddSeedlings(number, faction, energy, strength, speed) where attributes are from 0.0 to 1.0
- Remove seedlings from asteroids using asteroid:RemoveSeedlings(faction, number) which will remove random seedlings up to amount ‘number’ or the currently present population