My iPhone game graveyard

July 25, 2010

We’ve all started work on games only to abandon them part the way through. There can be many reasons for this but for me it’s usually because they just aren’t fun to play or were too ambitious. My iPhone game graveyard is the place where all of my abandoned games are laid to rest (or put on indefinite hold). One day I may mutter some incantations to resurrect some of them, or even pieces of them, but generally speaking they are dead and buried. I’m about to lay another game to rest so I thought now would be a good time to share my iPhone game graveyard with you, along with the various reasons for its undead residents. keep reading…

Weather dot Rain

June 6, 2010

random event wheelIt’s been some time since I wrote an update on my latest game. Whilst i’ve been fairly quiet on this blog, the game has changed a fair bit and, I suspect, it will change further still. keep reading…

On OS4

April 9, 2010

Interesting week as always. On the game progress front, not too much has changed, I’m working on the level manager and will then move on to the core level editor. From there i’ll begin creating some of the early official levels, tightening the experience, and adding features (such as the customisation). General consensus is that the game is now looking good and the gameplay is making more sense. keep reading…

Risk vs Reward

April 5, 2010

This week I’ve really worked on refining the core exploration mechanic – there’s still more to do but the experience is beginning to take shape.

I suppose one of the key differences from last week is the fog. The purpose of the fog was to drive exploration – the idea being that if you can’t see something, you’re more likely to want to go and investigate. The problem was that the fog just wasn’t working the way I had hoped. I struggled thinking of a way to cover the level without fog. Then it dawned on me, I could just zoom closer to your immediate surroundings. This effectively means that you cannot see the rest of the level thus creating a virtual fog and enhancing the element of exploration. The other advantage is that the explorer becomes more prominent which means the layers of customisation I plan on adding will be more relevant. keep reading…

Explorer

March 27, 2010

This week has mainly been about the game’s theme and artwork style. The blocks you saw in last weeks post were only intended to be placeholders and it had gotten to the point in the project where they were becoming difficult to overlook. I struggled with the theme for some time, even contemplating not really having one – creating something terribly abstract. Eventually I drew inspiration from the key gameplay element, exploration. With this also came the working title for the game: “Explorer”.

With a theme selected, the artwork was, and still is, a challenge. I want the game to have a strong visual identity so i’m aiming for anything but realism. What I currently have will alter considerably before the game launches – this is just a first pass.

I also introduced a new element to enhance the exploration theme, fog. I hope this will serve its purpose to enhance the feeling of exploration and indeed to drive it. It’s still very much in a prototype form (hence the visual artefacts).

Next steps are work on the customisation and level editor. I’ll then build off all of these elements as I flesh out the game.

In other news, i’m finally fed up with the current project management tools on offer. Its not that they’re not very good – they are. They just don’t seem to fit with my style of working. I find myself forcing my workflow into the tools and inevitably they end up just getting in the way.

To that end i’ve decided to take a weekend out of game programming to write my own project management tool for game design and development. I intend for it to very simple and driven by the way I work. Perhaps calling it a project management tool is a bit of a stretch – its more of an idea management tool… but thats how I design and develop my iPhone games. I’ll write a blog post detailing the tool once its complete at the end of this weekend.

Until next time…