Thursday, August 29, 2013

Cherry Bomber post mortem?

I really don't like the word Post Mortem. As to me,  it implies the project is dead.  I think,  it is something you do once the project is complete and either a success or a failure.  That way you can reflect on what you did, and improve or add another trick to your bag to be used in other projects.   It seems that in terms of projects created in this competition, it is only the beginning where your creation can go.  Personally speaking, I have found Ludum Dare to be a great way to spring board accelerated game development.  I believe Cherry Bomber has great potential to be a cool, fun, and hopefully successful mobile game(Ive already started testing)... If at the least web game somewhere that people will enjoy playing.
Why would we spend the greater part of 48 to 72 hours glued to a computer toiling away?  We like to make games?  Yes, of course.... but by no stretch of the imagination is it easy... at least not for me.  I think the real reason is because we want to share those crazy thoughts and ideas we have in our minds with other humans... and make a connection... And this is a great platform.  It also cant be under stated that we want to be successful.  We like making games, and I am sure we all aspire to be able to do that as a means to our financial well being.
This was my first Ludum Dare.  I am astounded at the number of entries submitted.  Actually I find it somewhat intimidating that the competition is so high.  To me this signifies a real change in the games industry.  I think the production bar is low enough that large teams for development are really not an option anymore.  This is actually a great thing.... It means that we all have the power to create the thing that we have been imagining for so long...  So let's do it.
We are Indie, we are strong.

Wednesday, August 28, 2013

Switching lanes temporarily

I am putting #mouse Control on hold for a short time so that I can quickly focus on getting Ludum Dare #CherryBomber submission into release quality.  I think that this should be pretty straight forward because I really should need to do is, get it functioning on devices, add some polish to mechanics, and push the art style and characters.  Should be able to get those done reasonably quickly...Gonna try to put it on android today.  Let's see how that goes.  :)

Monday, August 26, 2013

Cherry Bomber (Ludum Dare Submission)

Cherry Bomber (Ludum Dare Submission)

Play it: Brought to you by 72 hours of complete madness! Destroy the evil cupcakes by getting a cherry bomb on top! Fast Paced Action! 3 Hastily Designed Levels! Built in Game Bugs! More to come on this project... :)

Monday, August 19, 2013

Mouse Control Inc. Lego Model Video

Kinda off topic... but hey. If you like building Lego models, check out the mouse model I created based on the in game models. You can also use the step by step instructions below... I haven't built a real one yet. But I will, and I'll post it when I do.

Wednesday, August 7, 2013

#MouseControl Demo 0.4

Mouse Control now has a complete game loop. Player must drive to destination hi lighted in Map mode. Still much to do but things are coming along.  Sometimes I feel like my brain might explode when trying to organize the remaining  items into tasks... lol. Here is an attempt at a list:

1. Create driving game obstacles and hook into game points.
2. Patch in all the xml attributes to complete tycoon-like element.
3. Create 2D art for Map Boss and Customer prompts and feedback..
4. Refine game controls
5. Finally start device testing???