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Tuesday, December 30, 2014

Battle Gem Ponies DevLog #1 (Scope Setting)


     I have an upcoming Mobile Game Design course for my Junior year at the Pennsylvania College of Technology and the project I'll be working on is this Pokemon style game featuring ponies. The Ponymon Dawn/Dusk ROM hacks inspired me to tackle turn-based combat, multiplayer networking, and fixing everything that bugs me about the main Pokemon games (mainly the grinding and brainless AI). There are only mock-up images right now but I'll be putting out calls for pre-alpha testers once something actually exists in Unity.

     Development is off to a good start and things are becoming clear as the design document gets filled in. Of course I took a couple days off for Christmas with family, but got right back into development and I'm about 50% done with the game design document now.  I should be nearly finished with it by next week so I can start drafting ideas for ponies and tweaking the document for game balance. Things like items, moves, and abilities will be planned out once I have a set number of pony designs and I know their strengths and weaknesses.

Get a bunch of sales data from my other games and a list of progress for Battle Gem Ponies below.

Friday, December 26, 2014

Next Game: Battle Gem Ponies (Competitive Turn-Based RPG Adventure)


     It's finally time to start this... I've been wanting to make this game for so many years and now I'm free to give it my all! Battle Gem Ponies is the name of the game and it's about making little super-powered horses with gemstones on their chests fight each other for sport. I plan on releasing it before I graduate college in Spring 2016 and having it available on Mobile and PC platforms for $4.99.

     This is the dream game I've wanted to make for years. The success of this game will determine if I'm cut-out for a career in indie game development so I'll be putting everything I've got into making it the most awesome game it can be.

Get a full description of the game and a bunch of details below.

Tuesday, December 23, 2014

Dragon Souls Prologue Status Report #5 (What Comes Next?)


     With the action prototype project out of the way I was able to get my thoughts down in written form this week and start seriously dreaming up my next game. It feels great. A huge weight has been lifted as I'm finally set free. I can do the thing I want most now and start living the dream of making a truly awesome game. That game will be revealed in the next post and I'm excited to finally pull back the curtain covering what I spend all day, everyday, thinking about.

     Check below the break for a week's worth of sales, paycheck news, leftovers from my high school Pokemon project, and hints of what post-Christmas surprise I'll announce on Friday.

Friday, December 19, 2014

Dragon Souls Prologue [CANCELLED]


     I know this must come as a shocker for those following my gamedev adventures, I mean, really the decision came out of nowhere Tuesday night. I finished up the HUD and stared at it. I pulled up the icon and stared at that too. I finally gave into the voice that kept saying "This isn't going well." and imagined how much happier I'd be if I could just start my dream project that I've put off for 5+ years. Something I could spend a year or more on rather than rushing it out before school starts again.


I am cancelling the production of Dragon Souls Prologue indefinitely.

     You can catch a full breakdown of lessons learned and what I was thinking below the break. Just know that I'm working on something much better now. The thing I've wanted to do since I fist learned programming. A game that does everything I wish Pokemon would do.