Always new things to learn! This week, I integrated Facebook highscores into Dragon Attack, so you’ll be able to see your friends’ scores and challenge them to beat yours. I’m hoping this will give the game more lasting appeal, not to mention some ‘virality’. This is what it currently looks...
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Earlier this week, I added some variations to the procedural terrain in Dragon Attack. Previously, the landscape was generated one segment at a time, forming a “chain” of rotated sprites. Each segment would have the same slope as the previous one, plus or minus a random number. To avoid going...
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With Mystery Game No. 1 in private beta, while I’m waiting for feedback, I’ve had all week to dedicate to Dragon Attack. A lot remains to be done, especially in the tweaking and balancing department, but there has been a lot of progress. Treasure I added something I’d been thinking...
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Yesterday I worked on the control scheme for Dragon Attack. In its original version, Glauron, the mechanics are very simple: Horizontal speed is constant. Vertical speed is affected by gravity as usual. When you tap, a fixed amount of speed is added to the vertical speed over the next half...
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So I’ve been a fulltime indie for about a week now. I launched Rocket Mail for Android. More about that in a later post. So what’s next? Next is a better version of my last Ludum Dare entry, Glauron. I sent that version to an HTML5 games portal (GamePix), where...
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As I’d hoped, my 48-hour game Glauron did pretty well in the latest Ludum Dare game development competition: it ranked #58 overall, and made the top-100 in the graphics and fun categories as well. That’s very nice and flattering, but I think there is more potential here. In fact, I...
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(Cross-posted to the Ludum Dare blog.) This is Glauron, my Compo entry for Ludum Dare 33, themed You Are The Monster: This was my eighth time participating in Ludum Dare, and I feel it’s my best yet. I’m very happy with what I got done, and there was even time...
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