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Tuesday, September 24, 2013

TriGrid Now Available on Android


 It's finally done! TriGrid is now available on Android! The iOS version is coming soon too, once it's been reviewed. Just search for it in Google Play to see what I've spent all summer tinkering with. TriGrid is definitely my best game yet and I hope you have as much fun with it as I did. Actually, I hope everyone enjoys it more than that! Find it here! Play on! And tell me what you think! Feedback, positive or negative, will only make my future games better.

Android Only: https://play.google.com/store/apps/details?id=com.yotesgames.trigrid

Monday, September 23, 2013

Design Constraints


   Design constraints are more of a creativity tool than an inconvenience. Sometimes your best ideas may come from not being able to do something and taking a simpler route instead. Games ideas often fall victim to scaling issues and a little bugger named Feature Creep, all making the game larger and larger before it's even close to finished. When I make games I start with a simple and dynamic premise that can be built on. That way once the main game is done I can add new features one at a time while having the safety of a completed game ready to go if a release deadline gets too close. Making a game when you have no idea how to implement any of the ideas is a setup for failure. Make something feasible. Something you could do at your skill level. Something you know almost every answer to. As an amateur starting on your first project ever you can't just come up with Skyrim in Space then throw it at a programmer and say "Go." 

Sunday, September 22, 2013

Just Being There


   There really is something magical about just being in the same room with people creating a game. I can feel the warm fuzzies drifting through the air emitting from each person involved. Last night I was in the same room as four of my friends were coming up with ideas for a horror game they were doing for their college project while working on a game mechanics document for mine. Watching their design process as an outsider was just so inspirational and insightful to me. They all took turns speaking and building on one another's ideas. I get to compare their way of doing things with my own and observe their individual creative personalities and how they blend together to form an actual product. I stayed quiet and let them do their thing for  the most part, only saying things to build on jokes and suggesting a clever name for the main character (which they actually decided to go with). I honestly can't wait to see how their project turns out in comparison to the one they described to each other.

Saturday, September 21, 2013

Status Report #4

 
   On the brink of releasing TriGrid and all these setbacks are driving me nuts... See what I was able to accomplish this week after the break.