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Sunday, October 19, 2014

Unicorn Training Development Video #18 (Alpha 2.0)


     I could spend a couple paragraphs explaining all the details and things I added to the game overnight, but I think a gameplay video will work better.

     This video is actually a recording of an edited project in Windows Live Movie Maker so there are a lot of skips, blurry visuals, and some lag throughout. If I can get the file to compile into an uploadable form without Movie Maker crashing I'll reupload a higher quality version. Until then...


(Click YouTube Link!)

Saturday, October 18, 2014

Status Report #60 (Dungeon Select, Brainstorming, & File System)

I'm accomplishing a crazy amount of stuff this weekend!
     My development checklist is getting shorter! This coming week might just be the last for development! Once I'm in final testing I can rest easy and prepare for launch! Since I don't even have to wait for Apple this time I can do it whenever I'm ready. Amazon and Samsung might take a week but there's really not much to stop me from releasing in early November. I can finally get feedback from people I don't see in person and see what the world thinks of my first game.

    Look at all my business stats after the page break!

Friday, October 17, 2014

Unicorn Training: (Load & Save) File Select Menu


     A file select screen exists! Players can have their save data occupy one or all of the available slots. Player will select a file then push the forward arrow to act or push the back button to return to the previous screen. In the end, it's a lot more elegant than what I had in mind a few weeks ago. I scrapped the idea of custom file names to save time on a virtual keyboard even though my school maze project had me make a keypad with similar behaviors.


Thursday, October 16, 2014

Ideas For Building Characters (Mobile RPG)


     I spent a lot of time looking at a bunch of Pokemon theories (non-creepypasta ones) that explained a lot of logic games in the game's world. things like how the world came into existence, how one monster can become another through generations of breeding/mutation, and why there is a limit to how many moves can be used. It's a way to get me thinking about how to make my own world full of characters that don't feel like generic stand-ins.

    You can see a few standout videos I saw on Gnoggin's YouTube channel and catch what I took away from the experience as a gamedev below the break.