Weekly Update #4 – Early Artwork

January 28, 2012

This past week has been interesting. Playing some puzzle games I had a sudden realisation about one of the core mechanics in my game. I’ve yet to implement it but I’m hoping that it will enhance the basic gameplay mechanics and allow me to finally focus on the RPG side.

I realise I’m being rather vague but that’s just because everything is in such a high state of flux. As soon as things have a clearer direction, I’ll begin to share some details about what you actually do in the game.

The majority of my time this week has been spent on a first-pass at some of the artwork. This has also meant listening to lots of indie game soundtracks since I find these good inspiration without being too distracting. (I’ve mainly been listening to the Binding of Isaac and Portal 2 soundtracks). keep reading…

Weekly Update #3 – Web tools

January 22, 2012

Progress this week has been a little slow so this will be a short post. I’ve been focussing on the level editing tools which I need in order to create the content for the game. I think it makes sense to develop these alongside the core game rather than leaving them until the end.

I’ve opted to make them web-based (using HTML5 and JS) rather than build them as a desktop/mobile App. Hopefully this will give me the ability to develop levels anywhere I have an internet connection (including on my mobile device). keep reading…

Weekly Update #2 – Inventory

January 15, 2012

Another week has passed so its time for the second of my weekly development updates.

This week the vast majority of my time has been spent getting a basic inventory system up and running and interacting correctly with the game world and level parsing. Visually its the ugliest thing ever but that’s because I’ve made the conscious decision to focus on the core programming first.

Anyway, as part of my promise to share an image in each of these updates, you too can share in it’s ugliness. It’s always difficult to know whether to share this sort of stuff because you don’t want to put people off. Anyway, I expect most of my readers are programmers anyway.

This is literally week 2 of development so you’re seeing stuff in its totally raw form. keep reading…

Weekly Update #1 – Laying the foundations

January 8, 2012

As promised, I’m going to attempt to write weekly updates covering the development of my new game (working title – PPRPG). My aim is to chronicle my progress and share some juicy details with you. I’ll also include at least 1 screenshot related to the game or its development.

I suspect that the initial posts will be fairly dull since there isn’t much to show (and won’t be for some time). Still, they’ll help to keep me motivated and also give me some accountability.

So what have I been working on this week? keep reading…

Out of the frying pan and into the fire

January 4, 2012

I’ve recently being playing with both Unity and Blender to determine if I should adopt them for my next game. Whilst working through a Unity tutorial I came to the realisation that I’m biting off way more than I can chew. Learning C#, Unity, Blender, 3D modelling, texturing, etc. I also revisited other examples of the genre I’m building and all of them are 2D games. 3D simply doesn’t bring any benefits to my game.

I think it would be kind of silly to throw away what I’ve learnt over the past 2 years so I’m settling on 2D for my new game and I’m going to stick with cocos2D as my engine. This means I can focus on gameplay and story rather than tools and technology.

There are still plenty of challenges ahead. Whilst I know that the art style is manageable for me in 2D, there is a lot to create. This is also the first level based game I’ve created and as such I’m expecting to need to create level authoring tools (hopefully web-based).

Its a tough decision to make but I think that its sensible to switch the challenge away from learning new tech and continue down the road of honing my game design skills. 3D is something I mean to revisit in future. Who knows, I may even dabble with it on the side.

If you’re considering 3D, from what I’ve played with, Unity is a great option.

… and with that out of the way, and a basic prototype under my belt, its time to begin development for real. Yep, it’s time to start laying the foundations. File->New Project…

A review of 2011 and plans for 2012

January 1, 2012

This blog has been going for well over 2 years now. Its purpose is to chronicle my game development efforts and hopefully to share some insights with you. 2009 and 2010 were both productive years. Now, with 2011 officially over, its time to take a look at what I achieved in 2011 and what I plan to achieve in 2012. keep reading…

Coffee Cellar on Sale

December 19, 2011

To celebrate this holiday season, Coffee Cellar is on sale with a massive 50% its regular price. That means you can pick up 6 months of blood, sweat, and tears for the low price of 1 dollar – well actually 99 cents (69p). Its not actually a 6 month supply of bodily fluids, its an actual iPhone App (Just wanted to clear that up).

If you still need convincing, read this review from Tap! Magazine.

The sale will last over the Christmas period and then it will return to its original, although still reasonable $1.99 (£1.49) price point.

I hope you can take advantage of the offer. If not, perhaps you’ll consider buying a copy for a friend or loved one.

An update on PPRPG

December 6, 2011

In keeping with the purpose of this blog, as both a way to publicise my games and a diary to record my development activities, I thought it was about time I wrote a short post covering the progress on my next game.

As I covered last time, I’ve settled on a puzzle RPG as my next game. Its an attempt at a meatier, although still manageable, game.

I’ve been playing around with some prototypes for the past few months. These have been both paper-based and cocos2d game prototypes. During that time the core mechanics have changed considerably. Even at this stage I’ve been thinking about interface and control elements since they’ll be crucial for an enjoyable game.

The core mechanic is just about there so I’m moving on to adding some light RPG elements to test how they work. I’d say its currently interesting but not yet fun.

All of this is still prototype work that will be scrapped when I move into production. Its a fun time of messy repeated code, massive chunks of commented out code, one-off variables all over the place, and a general disregard for performance :)

Early next year I’m going to put some time aside for playing with engines and 3D modelling. I’m still trying to settle on technology. I’ve played with some early 3D and some 2D sketches and I have a general “look” in mind.

Once thats out of the way, i’ll begin building both the core engine and the tools I need to author the game. Custom authoring tools will be crucial for this game – I’m thinking level editing and perhaps even basic story weaving and/or quest modelling.

There’s still a very long road ahead. This is easily a 12 month project. Its a daunting prospect but, with all self-imposed financial pressures removed, its a journey I’m really looking forward to. The length of this project is what has seriously made me consider technology. I want maximum players but in an ecosystem where quality is valued.

As soon as I’m past the prototype phase, I’ll start to share more on this blog. Once in production, I’ll be writing weekly updates to keep me motivated – I’d postulate that production will begin sometime in February.

I guess I need some kind of mysterious working title. Lets go with Project PRPG (Puzzle RPG). In fact how about a step further and just PPRPG.

See you next time.

Rocket Santa Remix

December 5, 2011

When I released the Christmas update for Coffee Cellar I thought “I know what would be cool. A mug icon with Rocket Santa on the front”. That’s how these things start.

For those of you who don’t know, Rocket Santa is a game I created in collaboration with a talented pixel artist in 2009. The aim was to test the Christmas market and… well… it kinda failed.

Back to my riveting anecdote. I went ahead and released Coffee Cellar with its cool Rocket Santa mug icon. I also thought, I haven’t played Rocket Santa in a while, I’ll download it. Well, I did and it crashed upon opening.

So, I thought I’d just fix the bug and update it. Cutting an overly long story short, my code was a mess and really out of date. I had a go at fixing it but ultimately settled on a better idea. I’d re-write the game for scratch with zero code re-use.

It turned into a bit of a challenge. Trying to re-write the whole game with superior gameplay and no new graphics (whilst trying to keep the dev time short). A few weeks later and that’s what I’ve done. The same awesome graphics with a new engine. Here’s what’s changed…

+ Brand new sound effects and music across the board.
+ New gameplay based on delivering as many presents as you can.
+ Cool particle effects including… Snow!
+ A more dynamic landscape.
+ Dynamic difficulty.
+ Game Center leaderboards.
+ Better performance.
+ Re-worked controls for smoother gameplay.
+ A new icon.

Oh yeh, the best bit. Its Free too. No Advertising. No IAP’s. No virtual currency. Just plain ol’ Free. A gift from me to you. Happy Christmas.

Grab it here.

My Next Game

November 4, 2011

In my last post I said that I would be sketching out ideas for my next game over a series of posts. This hasn’t happened and in addition to that I’ve missed an entire post. At the risk of turning this into another horrendous iDevBlogADay post about failed promises and lack of time – I’ll just say, I haven’t done that.

Instead, I’ve been fighting a bit of a battle in my head about what my next game should be. Not just in terms of idea but also in terms of monetisation. I recognise that lots of developers are going free in a bid to reduce the barrier to entry but at the same time this means monetising the game in some form other than a one-off purchase (in-game currency is becoming more and more popular). I also recognise that I should be jumping on this bandwagon. Whilst Freemium (that’s what the “cool” kids call it) probably won’t be THE future of gaming, it will almost certainly represent a large part of it.

The problem I have is that I kind of sigh when I see a freemium game in the App store. I rarely buy in-game currency or IAP of any kind (unless its additional content for a game I really like).

The dilemma I have is that I’m finding it difficult to come up with a concept for a freemium game where I myself would pay for the virtual currency. As a result I’m stuck between building a game for others (and maximum revenue) vs building it for myself (and others like me).

I’m not against freemium but I’ve decided to park it temporarily. Instead my next game will just simply be a game (the game its meant to be). Monetisation will not be part of my design process and I’ll decide what to charge once its built. That may be a one-off fee or it may be free. It won’t however be riddled with virtual currency.

With money removed from the equation it all starts to feel fun again – which is kind of why I’m doing it. I know its not that easy for a lot of you, especially those who do this full time. But for now I have the luxury of a full time job and this is a hobby.

So, I’ve thought a lot about the type of game I want to make. RPG’s have always been something that I’ve enjoyed. I like that they offer choice and exploration, along with a story that I can lose myself in.

More recently I’ve been enjoying the new-ish sub-genre (or perhaps genre mashup is a better name) that is the Puzzle RPG. This was popularised by Puzzle Quest but recently there has been a bit of an explosion creating equally enjoyable games such as Dungeon Raid and King Cashing.

I’d love to create a full RPG but I simply don’t yet have the skill or resource to complete it. The Puzzle RPG is the perfect fit for me because it could be much smaller in scope.

So, once again making a promise that I may not keep, that’s my next game – a puzzle RPG.

I haven’t decided on platform or the tech i’ll use to create it. I’m seriously considering targeting a desktop platform and also looking into cross-platform engines.

That said, I’m currently prototyping with cocos2d on iPhone because its what I know so its faster for me. I have a basic prototype (with the core gameplay mechanic). The problem is that it isn’t quite fun. My next challenge is to knock it into shape so that the core mechanic is enjoyable before I begin to design the additional layers of complexity.

I’m also going to start to play around with Art. I haven’t decided on a visual style for the game as yet and I may take this opportunity to delve into 3D modelling.

The remainder of this year will be about prototyping, sample visuals, and making that core gameplay mechanic fun. I want to start 2012 ready to go into full production mode. If all goes to plan, this will be THE game that I want to make with no monetisation concerns overshadowing its production.

I’ll aim to share bits and bobs from the prototyping phase this year so stay tuned for slightly more regular posts.