The first real money I ever made from game development was on Android. It was in 2013, when Android was still the underdog compared to the iPhone, and was being touted as a great platform for developers. I’d taken two weeks to build Patchy, a retro arcade game revamped for touch controls, and published it on the Google Play Store without any hassle. Since then, I’ve also published Twistago, Rocket Mail, Bigcanvas, Radio Nul and Papageno.
This weekend, November 5th and 6th (and actually yesterday as well), Twistago has a stand at one of Germany’s largest board game fairs, Spielwies’n, in the MOC in München. Come visit us if you’re in the area!
This is the third and final part of a series in which I explain how the artificial intelligence works in my latest game, Twistago. In case you missed the first or second part, you can catch up on them here and here.
This is the second part of a three-part series in which I explain how the artificial intelligence works in my latest game, Twistago. In case you missed the first part, you can catch up on it here.
This is the first part of a three-part series in which I explain how the artificial intelligence works in my latest game, Twistago. The AI has three different levels: easy, normal and hard. This is also the order in which I developed them, each level building upon the lessons and code of the previous, so it’s only natural that I do this writeup in that order as well, starting with the Easy level.
As I alluded to in a previous post, Mystery Game No. 1 is no longer a mystery. It is called Twistago and it’s the best thing since… well… the second best thing! I actually pushed the button for global launch almost two weeks ago, but didn’t have time for a proper announcement until now.