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Saturday, December 7, 2013

Status Report #15


     Time for another status report and almost nothing got done. School has reached a climax in terms of workload and there is no way DragCore is coming out by Christmas. In fact, I'm thinking mid-January at the earliest. Maybe then I'll get people looking to play new free games on their shiny new smartphones and tablets.

     I'm going to start posting revenue and download data on these status Reports from now on too, straight from App Annie. It should help show you what to expect if you go about selling games the way I do. I can tell you now that I'm making nothing, but one day that'll change and you'll be able to see the revenue spike along with me. Take a look at a weeks worth of work.

Friday, December 6, 2013

Walking Around (Yotes RPG and Interface)


     Even though I'm not seriously starting my action RPG until about a year from now, I keep updating my notes for the idea and occasionally making mock-ups. It helps me with the waiting period where I sit on idea until I know it works. So far I've done character bios, snippets of the script, some character dialogue, arranged almost all the game mechanics, listed game elements, and drafted some GUI styles.

     Today I feel like peeking into the future and sharing what I have in mind for making a character walk around in an RPG.

Thursday, December 5, 2013

TriGrid's Original Concept


     Back in May I was doodling in MS Paint and trying to think up a game that would be easier to make than Fish Feaster which proved to be too much for me. I needed an idea for a game that took place in single location with some sort of randomized layout. After considering multiple themes like spiders and zombies in the spirit of Halloween (the expected release date) I decided on making a game where you played as a ghost and went around spooking trespassers in your garden by avoiding their flashlight beams and touching them. After making placeholders, I forgot the idea and just went with neon shapes...

Wednesday, December 4, 2013

Gushing About: Diddy Kong Racing


     Who didn't like this game? It was the only racing game that really kept a place with Mario Kart. And it did so by expanding what a racing game could be. It had exploration, secrets, challenges, mini-games, all wrapped up in a pretty layer of polish.

      Let's revisit one of Nintendo 64's greatest racers, Diddy Kong Racing.