Jul 20, 2017

Ark-Anti-Noid - Devlog #5


I’ve been busy with other things again, so working on any games had to take a hit. I’ve had the game almost ready for a while, requiring only a small amount of fixes, but last week I’ve finally managed to find some time and finish the work on it. This has always been the hardest part of anything - all is fun while I’m programming, but afterwards I still need to do all the tedious crap - write a description, make a ton of screenshots, submit it all to the stores. Boring stuff, but has to be done.

It’s alive now on the App Store.

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Apr 23, 2017

Ludum Dare - admitting failure

As it turns out, my unusually optimistic outlook on doing the Ludum Dare was completely unfounded. That’s what I get for trying to be optimistic for once. Lesson learned, though - next time I should only announce my participation after the theme is selected and, what’s even more important, after I come up with some decent enough idea for a game involving the theme.

After spending a whole day trying to brainstorm anything, I haven’t even opened the Unity editor once. It was pretty obviously pointless, so I am dropping out of this one.

All the ideas I came up with today were of two kinds. First one was pretty crap, too complicated or simply unfun after I’ve started writing it down. I went through a few of these and scrapped every one of them.

Second type was just to do whatever basic thing comes to my mind anyway - probably some sort of Super Mario Galaxy ripoff with spherical gravity or whatever.

That’s okay to do, but I know that I’m not a decent enough artist to produce anything sensible in a small time window like LD requires. Yeah, I know, programmer art is supposed to be enough. It’s not enough for me, which is what matters most. Especially when I browse Twitter afterwards and see all these amazing looking games people are making.

So, since now I have only about 24 hours left (which would include sleep and other things, so realistically it’s more like 10 hours), it’s quite pointless to continue trying to do anything, really.

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Apr 22, 2017

Ludum Dare and general updates

Well, this was a pretty crazy month. I won’t go into all of the specifics, as they’re not really important here, but I was just too busy with other parts of my life to really focus on making anything even remotely resembling a video game or any of it parts. That, and I got Overwatch for the PS4 as a gift, so that contributes to my laziness, I guess. ;) What can I say, I like Blizzard’s games.

Of course, and by a total accident, today is the day that the Ludum Dare 38 starts. And I have nothing planned for the weekend really, so this means I will try my best to get my entry into the Compo part (the 48 hour one). The starting time being at 3 in the morning doesn’t really help, but if I fall asleep before then, nothing bad will happen anyway.

As for the other stuff - Ark-Anti-Noid is almost finished, I’m waiting until the weekend is over to try to get it into at least the iOS app store. I need to write all the marketing info blurbs, prepare screenshots, videos and stuff, so that will probably take me until the end of the month anyway.

I haven’t done anything new in April, but I already have a plan for May. Which means I will be doing a remastered version of my earlier game, the Solitaire Master. This is a curious case really - I’ve put it onto my Itch long time ago, even before my 2016 break, and it continues to get visits and plays there. So I’ve figured I can remake it in Unity and release it properly for all the platforms I can support, since there’s obviously still some interest for it.

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Mar 26, 2017

Ark-Anti-Noid - Devlog #4

Another round of polishing

This week I’ve spent most of the time on adding and fixing all the small details are so important for the finished game’s feel. Unsurprisingly, this takes about the same amount of time as actually making the game working at all and I’ve still come up with even more things to add and fix.

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Mar 22, 2017

Ark-Anti-Noid - devlog #3

Another week means more progress.

The work on the Ark-Anti-Noid continues. This week was also pretty productive, though again, not without problems. I guess that’s the beauty of any developement, we fix one thing and two more need to be fixed in it’s place.

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Mar 15, 2017

Ark-Anti-Noid - devlog #2

Finally some progress

During the recent week, I managed to get some real progress done on my Ark-Anti-Noid prototype. I was very close to scrapping it alltogether, but fortunately I was able to resolve all the problems I had with it.

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Mar 6, 2017

Elevator of Doom - Postmortem

With the 1 Room RPG game jam over, I’ve decided to write up some thoughts about my submission for it - Elevator of Doom. It’s a small action RPG that features a one room and some enemies for the player to fight.

You can check out Elevator of Doom on in it’s current state.

I’m pretty satisfied with what I got, enough for me to really consider keeping working on it and maybe converting it from a rushed game jam prototype into a proper game that I can release to the world.

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Mar 5, 2017

Ark-Anti-Noid - devlog #1


After submitting Elevator of Doom for the 1 Room RPG game jam (and while I’m getting some feedback back on reddit for it), I’ve already started working on the next game. This time I wanted to make something easy that could work on mobile, so I can get some more experience with it. If I can release something small and cool, maybe I could also at least recoup the mobile store account prices? I doubt that will be the case, but still I can try, right?

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Jun 10, 2015

The Meteva Accident - devlog #4

Continuing the technical stuff and I think it may be enough for now. I made some GUI’s, modal pause menu (with just a “save and quit” yes/no message, but that should be more than enough for this project), and a save/continue system that can persist which scene / Fungus block the player was.

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Jun 9, 2015

The Meteva Accident - devlog #3

Yesterday was mostly a technical day (with some graphic work as well).

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