Its finaly out there!
After many long days of trying to figure out what to do to publish an app on google play, I think Ive done it... Now, Im not sure Ive done it right, as I know just about nothing about this stuff... But thats why I decided to make the game.
Ive put the price as low as Im aloud to (Idk why $1 is the lowest) But I needed to learn how to do this stuff and therefor hope that Its done right so I can start making some cash and making many more projects in the future.
Just a reminder again. I have no idea what Im doing, I think that Ive done this right, only time will tell, but if anything is wrong I WILL fix it.
I know its small and I know it only took a week to make, but none the less I hope you enjoy.
Edit, having some difficulties on my end, nothing to worry about on your end tho.
Monday, 23 June 2014
Saturday, 21 June 2014
Pebbles the Penguin
Heres some screens showing how work is coming along with the game.
There are now 6 different levels, I've also added in more bonus objects as well as refined the risk vs reward nature of these types of games. On top of that I've added effects such as halos and trails to help liven up the screen.
There are now 6 different levels, I've also added in more bonus objects as well as refined the risk vs reward nature of these types of games. On top of that I've added effects such as halos and trails to help liven up the screen.
Wednesday, 18 June 2014
Pebbles the Penguin Alpha
Ive decided to create a simple game to get my head around making games for Android.
Ive selected an easier project so that I can learn essential skills for the platform such as knowing how much the hardware can handle graphically to optimization, controls and publishing to the store.
It will be up on the store within the next few days, but here's a short demo video of the latest build:
Tuesday, 17 June 2014
Update
Right.
I wont lie. Its been a long while since I wrote an update. So here goes.
Firstly, Ive been hard at work this semester at Uni, so Ive had far less time to devote to projects. I have however been practicing in several key areas that Ive felt I need to improve on.
Firstly, terrain sculpting, painting and creation. Ive been sculpting out terrain in programs like Mudbox and Sculprits and painting them as well as optimizing them for games. Its a skill that I feel is extremely important.
Secondly, Optimization. Ive coded several scripts to help optimization with Lods and such. For example, the performance in inStasis has more than doubled, with my pc running the game Maxed out at 1080p45fps, where as it was running at High 720p30fps. These optimizations help me when it comes to making games for android, ios and vita. Ive applied for a Vita license, we will see how that turns out. And Ive made a simple 'runner' to put up on the app-store some day to see if the income is viable as a student making small games.
Thirdly, As none of my classes at Uni have anything to do with game dev (We do maths and Programming, which does help a lot, but no animation, modeling or game scripting of any kind) so I no longer have access to Unity Pro, 3dsMax, Maya and Mudbox. This is fine, be it some what of a hurdle. Ive expanded into programs like Blender, sculprits, gimp and Unity Free and My workflow is practically unchanged. So I benefit from learning more programs, which is a bonus.
I will continue to work quietly in my spare time and will upload screens of anything interesting that I make, or indeed playable demos of my work when they are ready.
For now I will be focusing on Uni, filling my portfolio with practice and demos as well as publishing smaller games on ios, android and wherever else I can. I hope this goes well.
I wont lie. Its been a long while since I wrote an update. So here goes.
Firstly, Ive been hard at work this semester at Uni, so Ive had far less time to devote to projects. I have however been practicing in several key areas that Ive felt I need to improve on.
Firstly, terrain sculpting, painting and creation. Ive been sculpting out terrain in programs like Mudbox and Sculprits and painting them as well as optimizing them for games. Its a skill that I feel is extremely important.
Secondly, Optimization. Ive coded several scripts to help optimization with Lods and such. For example, the performance in inStasis has more than doubled, with my pc running the game Maxed out at 1080p45fps, where as it was running at High 720p30fps. These optimizations help me when it comes to making games for android, ios and vita. Ive applied for a Vita license, we will see how that turns out. And Ive made a simple 'runner' to put up on the app-store some day to see if the income is viable as a student making small games.
Thirdly, As none of my classes at Uni have anything to do with game dev (We do maths and Programming, which does help a lot, but no animation, modeling or game scripting of any kind) so I no longer have access to Unity Pro, 3dsMax, Maya and Mudbox. This is fine, be it some what of a hurdle. Ive expanded into programs like Blender, sculprits, gimp and Unity Free and My workflow is practically unchanged. So I benefit from learning more programs, which is a bonus.
I will continue to work quietly in my spare time and will upload screens of anything interesting that I make, or indeed playable demos of my work when they are ready.
For now I will be focusing on Uni, filling my portfolio with practice and demos as well as publishing smaller games on ios, android and wherever else I can. I hope this goes well.
Monday, 28 April 2014
Ok. So first off. Im really sorry for the hiatus. I've just started a new semester at uni and things are stupidly hectic.
That being said. Its not like im sitting here doing nothing.
I've done a lot of work on inStasis that I'm super proud of, such as optimizations for performance and graphics, as well as work on the other islands and the visual density of props on the first island. Its a lot of work and a lot of it has to be re-done from the ground up using the skills I learned making it. Its progressed well, but its become apparent that its a little too big for me to actually make as good as I want it to be at this point in time. So I will wait till I have funds, a team and more skills until I further that along.
In the mean time I've needed to adopt a far more accomplish-able goal that can be produced by a small team of people on similar levels of skill as my own and actually sold to a market. EXITING TIMES.
Its good for me to work with a team. It is so much more productive and we seem to get along very well in terms of the democracy that is Game dev.
At current the team is small, but still growing. Its hard to focus more time on projects as Uni / jobs take priority.
Here are some links to the new project. Its moving along great. Please note that this is extremely early stuff. Its the accumulation of only a few hours of hard work between classes and studies. Its mostly conceptual and is all likely to change. Its more just to get an idea of where we want to go with it. Most the assets are just placeholders and props that are free default assets or quick 5min mock-ups, concepts and ideas.
YouTube: http://youtu.be/Y4ZVIgLpx1U
Sunday, 26 January 2014
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