Saturday, December 31, 2011

I seriously need to just pick a musician

I don't have the time to waste on e-mailing all these people back...it's getting frustrating.

Friday, December 30, 2011

Oh and

I want someone detail-oriented.  I'm super deficient in that.

This may seriously be the hardest choice I've had to make yet.

=(


I want to hire them all.  Balls. 


OK, recap:


1)  I want classic fantasy. 
2)  I want someone with an understanding of chiptunes for the comedic themes.
3)  I want someone who really wants to work on a fantasy game.
4) I want a really awesome ballad piece that is intricate, so I want someone capable of that.
5) I want someone I can give a chance, my age, if possible. (I believe in hiring in my generation.)

Repeat after me:  Do not let having worked with John Mayer, Hollywood films, International Automakers, A-list film companies, or other people who are amazing.  I want someone who can grow with the project. 

Deep breath.

More music listening....

I wish I could close the bidding, but I can't....argh I now have around 50 bids on this. 

Also, who says, "If you don't hire me, good luck on your binary conundrum?'

Getting even MORE response for the music

Wow, if the game itself is as popular as the music ad I posted, I should be able to retire quite early in life.

Thursday, December 29, 2011

Worked on the storyline a little bit today

Today was supposed to be a 'complete all storyboards and get lots of work done day.'

Instead, I slept for 95% of the day.  I can't believe how sick I am. 

I've been looking through the art, and some of my delirium affected me yesterday and I got super stressed because not a lot of work is being done at the moment on this game.  There's a lot left to do.

But then I realized it's not a big deal because I'm actually SUPPOSED to be on vacation and I told everyone I'm working with to take one as well until January  (my feeling is that this will be good for the project.)  I'm not even supposed to be working on this now, but the workaholic in me never sleeps, I guess.


Tomorrow:

-Finish one storyline.  (It's almost completed, last leg of it needs to be completed.)
-Complete the rest of the demo's storyboard (it's almost done as well.)
-Set up interviews for the music
-Die in a pool of my own mucus.  (Shouldn't be that hard.)

Wednesday, December 28, 2011

I changed the layout this morning

Since when life hands you a fever, you change blog layouts.

Also, it was annoying me that that guy (girl?) from Alaska who reads this blog couldn't sign up by e-mail or Google Friend Connect with my blog.  Since, mysterious person/people from Alaska, this blog is really a secret love letter to you straight from the heart of my Google Analytics profile.


As always, beta tester can sign-up here.

Character designer finally sent me some updated art

At first I was freaking out, but then I looked through the rest of the art, and realized she did a pretty good job with it.  I can't believe how much the main character has changed over the last six months.  Not bad changes, just different.  I'll have to post it later.

Monday, December 26, 2011

Music Shortlist finished

Somewhere between 9-11 interviews to schedule this week.


....


I'm going to be spending a lot of time in this Starbucks right here.

You've worked in studio with John Mayer

And you want a couple hundred bucks from me?

Geez, this whole recession thing is clearly killing the music industry.


EDIT:  You've worked on Crysis 2?!!?!?  What is wrong with the world today people?!?!

Wow people

It blows my mind that I'm getting industry standard professionals applying for peanuts to a freelancer posting I put up 7 days ago.  I have people that have worked on Microsoft projects, Hollywood movies, etc.

I have 41 bids on a site that doesn't even really have a specific area for 'music.'  This is insane.  Plus 35 private e-mails.


Currently shortlisting....

I have just spent the last three hours playing iphone games

And I have learned three things:

1)  Good controls make sucky games alright.

2)  Most people who release games for the iphone don't know how to spell.  The rest don't know how to spell plot, much less create a plot.  Casual game stories suck.  How do people get away with this?

3) There just aren't a lot of good games on the iphone, period.  The only one I can think of that I would actually call a game that did anything interesting, and I haven't even PLAYED it but I KNOW it'll be what I expect, is Infinity Blade.  Honestly, why don't indie devs realize how bad the games are on here?  I'm not saying I'm going to make the best game that ever existed, but where's the fun and where's the creativity and WHERE'S the SPELL-CHECK.  (Mage Gauntlet has just been loaded and I have high hopes for the  writing.)


As always, go to www.interragames.com and sign-up to be a beta-tester for a great fantasy-themed visual-novel style iphone game. (Say that three times fast.)


Wednesday, December 21, 2011

Basque Music


I've been listening to a lot of cultural music as I prepare to hire a musician to score the game, and I really liked this piece.  It's one of the most famous, naturally, but very beautiful.  The Basque musical culture is such a blend of different traditions, it's really enjoyable to listen.

That being said, I have 30 more e-mails to read from people who want the job.  Sigh.

Tuesday, December 20, 2011

Setbacks...

Well, the programmer has had a personal emergency, the character designer has a mountain of work left and I'm not finished the story.

Ironically, the background designer met his deadlines.

I think this isn't going to be released until potentially February.  Sigh.

Monday, December 19, 2011

Stop. Music Time.

I need to hire a video game composer.  It's unbelievable how few of them there are...and the ones that are good are fewer in between.  I have one that I'd really like to hire, but he's outside of my budget currently for producing the music.

Hmmm....what to do....

Writer's block thanks to a crap sleep last night


Friday, December 16, 2011

I just spent an hour looking at other video game websites

I have more important things to do, but I never realized that most videogame websites are just using (or using a themed template) similar to a Wordpress style blog.


In that case, I suppose I could do the same thing....?


Update:  I will not be doing this.  That is lame.

My Google Analytics shows one visit to the website.

And it was me.


Please visit and sign-up for when the game is released:

www.interragames.com

Developer didn't show up for the meeting he scheduled.

I'm not mad, but when this sort of thing happens, I always think, "Please don't be dead/hit by a bus."

Thursday, December 15, 2011

And geez

My pageviews are up like crazy today.  Are people just bored or what? 


Thanks for stopping by.

I need beta-testers

So now I built a landing page website.

You can sign up here if you want to beta-test or would like to know when the game is ready. I'll be giving out special incentives to beta-testers and early buyers, just fyi.

Yes, the website is very not finished.  I'm...aware. =/

I don't plan to do anything else with the e-mails, and frankly I hate writing mass e-mails in general, so I can BEYOND promise that signing up means you will only get e-mails that contain things like "Free this!" or "Sale that!"  etc.  Unless you want to be a tester.  Because I totally need testers.  Feel free to share this link with anyone who's wants to beta-test a fun, adventure/rpg/choose-your-own-adventure iPhone game. 


I'm getting sick of faxing stuff

Man, seriously, I sent you a certificate of incorporation, why do you need the OTHER twelve documents attached to that? 


Sigh.  HONESTLY.

Oh and

I also need to build the website, set up the e-mail capture, and design the logo.  I sort of forgot to do that in my *spare time.*

Today's purpose: Storyboarding

It's almost done, I just have to push a little longer and it will be finished. 


Hopefully I finish it before it finishes me. 

Wednesday, December 14, 2011

Programmer hit a roadblock

There's too much crap on the screen, and the character art is too big in some places. The battle system isn't looking so hot just yet.

And the designer just sent me another set of art.

I haven't started storyboarding for the day.

E-mailed another composer.


....


There's need to be two of me.

Monday, December 12, 2011

Exciting!

Programmer had first demo to show me of the story scenes.  So far, it's looking pretty alright.  I should have a battle scene demo by Thursday.

Deep breaths.

Sunday, December 11, 2011

Oh and P.S.

I see that person(s) from Alaska is/are still visiting.  Please continue to visit.  I love Alaska.


Xoxo

How do people like their game marketing?

A real problem I'm having is how to market this game.  I have some ideas, but I'm still learning as I go along this process.  Game marketing is different than most kinds of consumer marketing.  Unless you have the best graphics, it won't work to simply give screenshots/grabs, etc.


Here's what I know:

-I know the kind of people I want to play this game.  They love a good story, and they love a game that challenges them to 'beat the next battle' so that they can get the next story sequence.  I'm that kind of gamer. I love a good story, I love the feeling of working for a couple interesting lines of text when a game really immerses me in its world.

-I know how big the market is.  It's big enough that I think I can be relatively successful, and even have some non-text-role playing game lovers play the game.  I'm aiming at a niche market, and I know this market, because I AM this market.

Here's what I want to know:

-How much time should I spend approaching app review sites and sending out press releases.  I work in PR, I know quite well how many press releases die in a spam folder.  Many of them.

-How does my niche market want to find out about this game?  On a game review site, through social media, through a neat contest, or through a video?  I'm not a fan of shotgun marketing, and frankly, I'm too busy for that at the moment, and this kind of stuff can wear on you if you don't enjoy doing it.  I do enjoy doing it to a certain extent, but there's a limit.  And also it's Christmas soon.  It's just NOT going to happen that I'm going to work on this during Christmas unless I'm bored to tears. (Unlikely.)

-Can I approach people individually and ask them to review and play it?  Random strangers and such?  Sigh, I have no idea.

-Should I do a Kickstarter campaign?  I have been researching this for a while, and this seems like my best bet for making sure the game is a financial success as well as a success for gamers.



I'm going to be pondering this is over the next week and a half.  The website URL has been bought, time to make a website this week. 

Did I mention I've never really done that before and that I'm going to make it from scratch pretty much for fun?

Vector graphics last week, website design this week.  Pretty soon I'll be the king of everything.  Booyah.

Thursday, December 8, 2011

Wow, productive

Today I:

Sent the designer spec docs
Created and sent the programmer battle design docs
created 8-11 new icons for the battle system
mapped out all the battle system animations
got a bunch of errands done and it's only 4pm.

Rock. On.

Wednesday, December 7, 2011

Makin' icons

Today I have to make icons in Inkscape (because I don't have Illustrator on this computer.)  for battle graphics.  I think I've figured them out.   Business stuff out of the way until at least tomorrow sometime and art meeting this evening.  Things are ramping up!  Hope to have everything done in two-three weeks!

Tuesday, December 6, 2011

Drowning in Paperwork

Filed the wrong papers with Apple. Now need to incorporate my business.  Another 250 dollars.


Sigh.

More emails!

I don't know why I'm getting so excited about that.  But dev believes we should have first demo by Friday.

BY. FRIDAY.


*gasps and dies*


Gavin


Monday, December 5, 2011

Sunday, December 4, 2011

But now the designers aren't sending me emails.

Why can't I get a whole team of people to send me emails, and not just one person at a time??

OK, Now I have a title

I took all day to decide it, and I finally came up with the tagline. 

Working title is


Legends of Varia:  The Artifacts of Basque


Hope that works out.  I went through about 7 titles today.  Not many fit.

Well Crap

The dev asked me what the app is called.


Er, could it be that I haven't thought up a name for the game yet?

Nah.

Friday, December 2, 2011

Great talk with the developer today

I'm sooooooo happy I am working with an efficient, organized developer who understands the messes of text that I send him in word documents as well as the game design ideas I have and why I've decided on them.  Yessssss.

That aside, it's looking like by Dec. 19 or so (so before I go home to my family) that I'll have a working, living breathing demo I can show to my family about what I've been working on for the last year.

That and I am probably starting a new job in two weeks!  I'm going to be the bearer of so much good news!  Yeah, yeah!

Thursday, December 1, 2011

Pros and Cons

Pro:  Developer ready to get started finally and meeting tomorrow morning.


Con:  He still wants to use the freelancer website payment system because it hurts his job completion rate if I just pay by wire/e-mail per milestone.

Price  for using an e-mail transfer:

a dollar-fifty.

Lowest price I'll pay for using Freelancer per milestone:

45$.

....*gasps and dies*

Wednesday, November 30, 2011

Storyline halfway there

Figured out some kinks in the story/logical plotline, moving on to the end part of half the game, then dialogue, then I'll move onto 'Phase 2' as I'm dubbed it to my character artist designer.

Tuesday, November 29, 2011

Sending Devs e-mails

Is so much harder when you can't have face-to-face meetings.  I hate sending 2 page long e-mails.  It's like running a marathon sometimes or writing a university paper by time I'm finished.

Not to mention I have to basically finish EVERYTHING (Character art including boss art, dialogue, double-check the decision tree) by the end of this weekend.  Programmer said it'll take him a week (so like after this weekend) to finish the first demo.

I'm happy I'm so busy, but dang it, why didn't I have this crap figured out earlier?!??!

Redoing wireframes

New mock-ups needed for the developer as I explain some changes to the battle system.

Monday, November 28, 2011

Programmer not dead

He just was busy. 

For two weeks.


....


Well, I don't care either way, I think it'll work out fine this way because everything's running almost on the same schedule now.  Battle system hacked out last night, now just lines of dialogue left.

Saturday, November 26, 2011

Battle System

Had a bit of a breakthrough on the battle system today.  It's a pretty simple system, based on a RPS mechanic, but after watching several reviews of other iPhone games and seeing the ones that get the best reviews, it's clear that I was lacking something in the battle system.


All good battle systems for casual games have a sense of progression.  (Scrap that:  all good games in general have a progressive battle system.)  The problem I had with my battle system is that it didn't have any easy to implement progression that added small changes to the battle system.  I had toyed with having some skill-based mechanics (ie. hand-eye coordination required mechanics) in each of the battle, but I decided a) that's lame b) everyone else has really beat that particular horse to death and c) this game is story, strategy and decision based.  I don't want to throw in random crap like hit all the right buttons and get a grand slam kinda thing.

The main issue I'm facing now is how much health to give each character.  Do I give each character in battle their own health bar, or do I have one energy bar for the whole team?  I'm really tempted to use a team energy bar, but maybe that's too restricting.

Argh

And now the programmer hasn't returned my e-mail or contacted me in the last week when he promised me a document a week back...


I'm hoping he's not dead.

Thursday, November 24, 2011

Art Attack

My artist just sent me about seven pieces of art to review. 

That was like, a serious use of my afternoon.  It was rough because there big (and little) changes that needed to be made, so I just sent her an essay. 

She still has four pieces she's working on for me.  I'm feeling like a bad employer.

But on the bright side, nearly 75% of the character art is done for the game!  Two major characters to go (out of six) not to mention 3 more boss characters.

I'm going to be so penniless by time this process is finished.

Final Boss Sketch


Wednesday, November 23, 2011

Whew

My main artist, A, e-mailed me back and told me her scanner wasn't working, which is why I hadn't heard from her this week.  I was seriously ready to start hyperventilating. 


More than normal, that is.

I'll post some art later today, hopefully.

Monday, November 21, 2011

Waiting, waiting

Sometimes there is nothing worse than waiting for work to arrive.  I'm waiting on three things from three different people now, and it's starting to drive me a bit crazy.

In other news, I've added an additional story sequence to each of the two game paths, so that's exciting.


Sunday, November 20, 2011

Sigh

Does the Blogger dynamic template have to suck so much?  Why can't I add widgets without going through the HTML here??  Sigh...would anyone actually want to add this to their blogroll?? I'm getting a crazy amount of pageviews....


I'm not sure if I should switch to a different template or mess with the HTML template so that people can subscribe to posts if they want, or subscribe to know when the game is ready.

Thursday, November 17, 2011

Layout Issues

After some discussions with the (newly hired) programmer, I'm start to think about some of the additional design elements that still need to be completed.  He suggested some add-ons that I thought would be good, but there's a primary problem we have to address before I get him to begin work.  I'll highlight it in a simple picture:

My main problem is this:  the text area is going to be too small.  I know this will look amazing on the iPad, but I'm building a fantasy-based text-heavy game....I need the story scenes to make sense visually an the iPhone (or any phone for that matter) as well.  This story scene layout I've devised is typical of all videogames.  For example here:




But the problem that I face is that I'm dealing with a screen that's about the size of two sticks of gum wide.  Which is really tough if you want to put down a lot of lines of text and dialogue.  (Which I do, thanks.)  Console games have wide screens, which work really well for text boxes like this.  Text boxes on phones usually have a total of three words in them.

There is an alternate solution (and you'll note that I use Fire Emblem screens here because I think they do a great job of story-telling in a niche genre.):








As I see it, I have very few options.  The text could be below, in the middle, or at the bottom of the screen.  But what I don't want to do it take up the whole screen with text.  This is a graphical fantasy adventure game, and I want to keep it that way (Besides, I've invested way too much time into this art for me to take it all away). 

The programmer thought up a great idea, that I'm still playing with...we could potentially do scrolling images and text, very flipboard-like.  I don't want to turn it into a comic if I can help it, but it seems like a good idea.  Potentially worth exploring.  I'm going to have to explore my options as I dive into some code and as the coder and I make some prototypes. (And by 'we' I mean 'him,' naturally.)  But hopefully by the end of this I'll have a much better solution to the problem of creating text-based games for the phone.



Wednesday, November 16, 2011

Wednesday, November 9, 2011

Decision time

Well, I have a choice between two programmers.

One guy fell off the face of the earth (would have given it to him otherwise) and the lead I had was too expensive, they wanted to charge me agency prices.  Which is fine, it's their business, but I already told them I had a small budget and I probably couldn't afford them.  I think he knew I would probably turn it down, but he was doing his due diligence, etc.

For the record, I would MUCH rather hire Canadian/American, because the economies are so bad here, but no one wants to work for the equivalent of minimum wage in the programming industry, not that I blame them.  They should get paid well for their work.  But I was willing to take someone on who had some experience, but wanted more for a lower price.  You know, win-win?

I have to be honest, I'm willing to pay someone $25~ an hour to program, and I can't find someone willing to do it in my city or near where I live.  Huh?  How does that make sense? This isn't a hard project.  In fact, in programming terms, I'm positive it's like basic math for me.  I've looked up some of the coding you would have to do for some of the things I want, and 'I' could do it.  But I actually want to pay someone else to do it and I can't find anyone.  This, in my mind, is crazy.

So my choice is currently between two offshore contractors, and both are equally good choices, in my mind.  They both have game creating experience, they both have fairly solid portfolios, and they both have fair prices in my mind.  (Actually, I just did the math, they're both charging me the same at the upfront quote, which is around $25, go figure.)

What I'll do now is an in-depth interview, and see who changes their mind.  Then I'll pick.

Deadline for the programmer is Nov. 15, so I still have a couple days in case I change my mind, or unless I somehow stumble on one before then.  Sigh.

Monday, November 7, 2011

Double Sweet

Twitter has gotten me a dev lead!  From someone I follow.  I imagine they will ask for too many $$$ hmmm...

Dude Sweet

I just saw in my stats that someone from Alaska is reading this blog. 

Alaskan friend, whoever you are, please keep lurking.  I will give you a free copy of the game if you keep coming back.


 Xoxo.

Well now I'm really annoyed

So I've narrowed down my choice of developers, and the one I'm most interested in e-mails me to tell me he's been busy working on his own games, which is why he hasn't responded to my request for a phone interview.

Er, really?  I'm going to pay you and you can't even answer one simple email with a yes/no answer?  I understand busy like anyone, but I'm all about lining up the next sale.  I'm kinda wondering what this guy's deal is.

So I'm moving on, a couple more interviews, and I think I'll have someone by next week. 

A friend referred a really great coding guy, but he says he doesn't have the time nor the iOS skill to do the job, although he said he'd pass along the opportunity.  So, I almost had the perfect programmer (I met him once, he's as nice as programmers get.) and lost it all in the same week.

Deadline for programmer is Nov. 15.  I don't think I'll be using e-mail-me-sometimes-guy because I already have one of those on staff.  They're fun, and they get the work done eventually, but I have a guy e-mailing me that really wants to do and follows up with me, and compare that to someone I have to send three e-mails to get a response, which twice has been 'um, sure, sounds good, let's talk later.'  Who does that?  Does anyone understand people like this? 

Tuesday, November 1, 2011

Really

Man, why do people even bother applying for contract positions if they were never really interested in the first place...seriously.

Of course I can do it all myself...I just don't WANT to.  It's a waste of time, and by doing that I'm going to miss the Christmas season for sales, and I have to spend time learning something that a variety of people already know how to do well, which is a huge loss, in my mind.  And it means I can't focus on other elements like story, art design, UX, marketing, beta testing, etc.

Well, whatever.  At this rate, I'll do it all myself.  And get all the $$. (All three of them.)  That'll show them.   

Honestly

How long does it take to make a quote for a project?  It's been more than three days.  I run my own service/product based business based on extremely vague ideas and I still put out a quote in half a day, max.  I shouldn't have to prod someone by e-mail to ask them for the quote as a reminder, should I?

Saturday, October 29, 2011

I never want to do Wireframes again.

Seriously.




I did all my e-mails, sent out everything to the two (down from four) people that I'm going to interview that live in city here.


The problem is that I still have all these bids out on these freelancer sites.  My feeling is if I pick one of them now, they're going to be like, "Yo, what took so long?  I took on something else."  Because, as everyone knows, everyone and their dog needs a programmer.  Why?  Because no one can really program.  (In some cases, not even programmers.)


I spent a lot of time redeveloping the way the battle system is going to look on screen.  It sucks when you think that the vague idea that made sense of paper really didn't make any sense when you tried to push it into a wireframe.  Lame.


I might even send a couple of these out to the freelancers I'm interviewing.  But tomorrow.  It's Halloween time and I'm going to enjoy myself.



What sucks is yesterday I spent so much time wireframing/spec'ing that I didn't have time for a nap.  Going three days with two hours sleep is just so passé.  I slept ten hours, would have slept more, but my phone was ringing off the hook from 11 a.m.  And it's Saturday


Lame!  =P


For this weekend:


-Finish storyboards (still not done, thanks Photoshop for erasing half my wireframes after I made them, duplicating my work.)
-Hopefully the two people I e-mailed will send me back quotes and we can move on to interviews so I can find out if we can work together or what.
-Sleep, nap, and otherwise ignore reality, including all the work that is coming up in the next two weeks.  It's going to be insane.
-Hopefully the artist will e-mail me the next set of sketches I can share.

Thursday, October 27, 2011

I've narrowed it down to under 10 programmers

So because I'm outsourcing programming, as a last ditch effort I put up a CL posting, and some of the responses I got were just as good the outsourced ones, and maybe even better.  I now have:


-3 interviews to give to local people in Toronto
-3-4 ish interviews to give to people located in Russia, Germany, India and potentially Serbia
-Some serious decisions to make

I remember hiring the artist was also this tough, I got a lot, a lot of response, but picking the programmer is much harder at this point, since I won't be able to ask for test results besides what's in their portfolio.  Artists can do mock-up sketches, but even if I ask someone to code something for me, that doesn't tell me if they're a good fit for my team.

To-do tomorrow:

-Spec screens (dreading these)
-finish storyboards (almost done for the half of the demo I want to release)
-send e-mails to set-up interviews and quotes (dreading this b/c it's end of day FOR SURE)
-Nap (I seriously need it.)


Done Today:

-E-mailed about 40 e-mails to programmers
-E-mailed artist 3 times today, sometimes with contradicting instructions
-Then harassed her on Gchat (that clearly helped my credibility...)
-Slept (Was feeling sick...)

Wednesday, October 26, 2011

Some early heroine poses

action poses

Hiring a Programmer

So far, I'm stuck between one or two choices across seas and a local Toronto developer.

I'm tempted to go with the Toronto developer, but I haven't even discussed a budget with him yet, nor much of the game specs.

However, the other developer are so starved for work or scrappy for it that I may go with one of them.  (Serbians and Indian developers are in a close race for a small amount of $.)

Today's tasks to be done:

  • Review the applications of foreign programmers
  • Write out a full game spec sheet
  • Make a mock-up with lines and explanations
  • Draft Kickstarter/Indiegogo stuff (haven't decided which I'll go with yet...probably Kickstarter for better American visibility

On the bright side, the devs that have responded to me have been positive that the system I've described won't be hard to code.  Which is good, and fits with the initial questions I asked dev friends (who are too busy to work for low pay.)

Monday, October 24, 2011

Some early art



One of the poses of the Lamia. 

I'm a jerk and I'm hiring someone to code for me



Yes, I'm hiring a freelancer to do my code.


I know that makes me a horrid person in the video game community by most standards.  Everyone always says, "Learn how to code."

OK, sure if it was Ruby on Rails, I probably wouldn't mind.  But, no, I don't want to learn Objective C while I pay other people.  I might as well just pay more people.  You know, because I'm not completely destitute yet.

The sad thing is that I want to learn how to code...I just don't have the time at the moment, and it's not cost efficient.  Second, I really believe in the mantra of focusing on what you're good at.  I'm good at

  • Creative stuff
  • Managing people
  • Marketing/PR
  • Giving away my money

All of this suggest, logically, that I should hire someone else to do it.  Also

  • I would have to buy a Mac (I had a dev but he backed out...we would have used his stuff)
  • I would have to learn everything
  • The game idea would fizzle out I would get frustrated, I would throw said Mac against wall, negating both progress and possession of a shiny object
  • I believe in hiring people helps make the world a better place because people get paid to do work, and you get to stress less.  It's like charity, only I get something else out of it.

More importantly, I'm not very good at logical thinking at the best of times (I'm investing in an adventure iPhone game) so I think someone with experience and code and tricks on hand makes a lot more sense than well, anything else that I could come up with.  I have ideas about how things work, and I could probably cobble things together or tweak (read: destroy) code once it's finished, but it's just so much easier working with someone with experience.





Thursday, October 20, 2011

This is the start of something new...ish.

So I have been working on a project I started in the summer to make an iPhone game. 

I decided I would blog some of my experience, and being as transparent as I possibly can without giving away too much in the game, and without boring other people.  (We'll see which one of those I really accomplish.)

I have always wanted to try and make a commercial game, but time or $ has always held me back.  I definitely have time (but next to no $) so this will be about my attempt to create a game that I think is really fun, and learn along the process.

Development:

Code:  Searching for a programmer (last one backed out at the last minute)

Art:  1 Designer doing character art, 1 Designer doing 3d backgrounds

Story Design/Game Concept/Marketing and Organizing:  25% complete for the demo (subject to change, depending on who I get to help me program this sucker.)