Monday, July 21, 2014
Found Extra App Stores
Gamasutra always has something new to show me and my latest discovery is this handy list of other appstores I can put my games on. I've only used Samsung, Amazon, Google Play, and iTunes so far. If my experience on Samsung proves anything, getting featured on a less crowded appstore can go really well. Even if only 15K people use a particular store, that's 15K people who didn't know about my games.
I'll wait until Unicorn Training is done and in that break time between school semesters I can put all my other apps everywhere at once. Just in time for the holidays. I don't really feel like spending a whole day preparing for these markets just yet. I'd feel better if my first RPG went up when I join this new network. I'm not expecting any revenue from the things I have so far anyway.
Sunday, July 20, 2014
Some Unicorn Training Tiles
Yesterday I made a bunch of tiles for the dungeons and today I'm going to start making template items to make the map making more efficient. Things like bundles of trees, spike pit patterns, and common wall shapes to plant on tileland maps like I did for the forest. Those stones in the top left are switches and vanishing walls which make up a lot of the dungeon room puzzles. The colorful ball on a pedestal will be animated to flash through those colors. Players will use it to select a dungeon or boss to fight.
(Also I updated the games page with some pictures to make the side projects section more lively.)
Saturday, July 19, 2014
Status Report #47 (Starting Tiles, Written Plans)
Planning stage complete! I literally just have to make the rest of the game now. I'll build the assets, code the necessities, and patch up the rest. By the looks of things I should be done by September. All the hard parts are officially done and it's just a matter of grinding out to the finish line. Hopefully I can get most of it done before school starts because I know I'll be distracted by then.
The status report is beyond the break!
Friday, July 18, 2014
Unicorn Training Text Is Set In Stone
I'm going with a Link to The Past style "cut to the chase" story with this game. Being this far downsized and different from the bigger game to come, I simply have enough text to get the story rolling and let the player's imagination combined with NPC blabber fill up the rest of the world and motivations.
A lot of the text is urging Clover to explore the forest and complete dungeons to learn spells. Those are the things players will be driven to do anyway so the dramatics are kept short and sweet. So sweet that players interested in the characters will have something to think about as the adventure unfolds. Even if someone skips through all the dialogue the goals are obvious enough that there shouldn't be any "What am I supposed to do?" moments. Especially since nothing is blocked off in this small scale open world.
I will consider this story a success if I get people demanding Clover's next adventure and more information about her mysterious mentor. And just what is this threat he has you preparing for? Why did he leave without you so suddenly? The player will want Unicorn quest to happen as much as I do.
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