Crazy Busy And A New Work Style!

Wow, Friday almost flew right past me. I’ve been working on Outwitters practically non-stop. A lot of the major ‘components’, as I like to think of them, have been figured out and implemented in some sort of fashion. Now I have to make this big herculean effort to get it all integrated and seamless: 1v1 and 2v2 pass-n-play A couple of teams and their animations and unique powers The ever crazy complicated (implementation-wise) UI Asynchronous play using Google App Engine Aside from team animations/powers, all those things exist in kind of their own isolated ‘prototypes’ in one way or another, and now I’m trying to get it all under one “roof”....

July 16, 2011 · Alex

Observations of the Casual Mind

Keep in mind, a lot of the rambling below is in the context of me being neck-deep in working on Outwitters, which is a strategy board game. I’m constantly thinking of ways to present games, their systems, and their objectives to people. Notice I said people, not gamers, or casual gamers. Sometimes I even look around my own environment and question “why the designer wrote that message the way they did”....

July 2, 2011 · Alex

A Year of Being Indie

Tomorrow (June 18th) marks the first year anniversary of me becoming a full-time independent game developer. Wow did the time fly by fast! Over the course of the past year I helped launch Tilt to Live HD, Lite, a couple of major gametype updates to Tilt to Live for free, a paid Viva la Turret update, and finally released a multiplayer co-op mode for both our games. When I think about it that way, it’s definitely been a busy year....

June 17, 2011 · Alex

More Witty Progress

It’s been a rather busy last couple of weeks. I’ve actually had a few coding sessions at night, and that hasn’t happened in months. Been having a blast working on Outwitters and we’ve been play testing maps on a weekly basis. In other news, Craig and Gavin, of Retro Dreamer fame, recently released their Velocispider iphone/ipad game. If you haven’t checked it out by now, then you’re missing out on some good old-school arcade fun....

June 3, 2011 · Alex

Playing Around With Flash on iOS

About two weeks ago I mentioned I was looking into using the open source library, gameswf to integrate into our little 2D engine for iOS. I was at the point where I needed a UI solution for Outwitters, and I had a few options: Keep doing what I was doing with Tilt to Live and create the UI by handing coding everything and procedurally animating it Create a UI editor to help automate some of the UI features I had created in Tilt to Live Look into gameswf and see if I could go for the whole she-bang and just use Flash for the UI....

May 20, 2011 · Alex

UI Woes

So what’s new in the world of OML and Outwitters? Not much really. Just keeping our heads down and working through some of the boilerplate stuff. We iterated a bit on the prototype over the week for visual elements to help make the game more approachable. I got my feet wet in Google App Engine and threw together really basic asynchronous functionality into the prototype in about a day just so I have a clearer understanding of how those things are going to work....

May 6, 2011 · Alex

*So* Much Science Has Been Done…

As we’ve announced on the OML site, our new game has a name: Outwitters. It’s been quite busy for the last couple of weeks, but I’m loving it. Being able to tackle new problems and going outside my comfort zone in terms of game development has been pretty fun so far. I’ve never coded a turn-based strategy game from start to finish, so I’m having to learn a slew of new concepts and design patterns to help mitigate the complexity of the game’s rules....

April 22, 2011 · Alex

Automating Asset Generation in Photoshop

Wow, time flies when you’re busy. As seen on the OML site, we’ve announced we’re working on our next game. With that out of the bag, I’ll probably be blogging about the progress of it, obstacles I run into, and things that are helping us along with the development that might prove useful to other iOS devs. With that, the first major issue we’ve come across is trying to develop 2D assets for a game that is planned to run in 3 different resolutions....

April 8, 2011 · Alex

What's This Monkey Business?

My first GDC conference was an awesome experience! I’m sure my head exploded multiple times throughout the week attending talks, meeting awesome people, eating great food, and a bit of sight seeing around San Francisco. Unfortunately, I came down with a double whammy of the flu/cold and bronchitis. Being ill the last couple of days of GDC were pretty miserable, but I was able to keep my head up for the rest of the week and try to enjoy what little I could....

March 25, 2011 · Alex

GDC Around the Corner

Seems this past week I’ve been slammed with a ton of stuff. Had to take a breather, step back and get a bit more organized to gain some perspective. Tax season is in full swing, so that’s always biting at my ankles as this is my first year filing as a self-employed tax payer. Tilt to Live Viva la Coop is close to being live on the app store (hopefully), and HD will be followed up shortly after....

February 23, 2011 · Alex