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August 27, 2009

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First off, sorry for the lack of posts for... three weeks now! I'm still getting used to this whole devlog thing, but I try to do 3-4 posts a month (at least!) The more I get the hang of doing it regularly, the more posts will show up. I'm still not sure really what I should be dedicating this website to: should I lean more towards developers' interests or gamers? The problem with the latter is (besides the fact that we haven't finished many games yet) that I'm not much of a gamer myself, and what I am is a pretty poor one, so I oft have a hard time connecting to gamers and seeing things through their eyes.

The engineering of games, from their approach and theories right to their presentation and flow, is something that interests me far more, so that's what I tend to write more about. So for now, I suppose, that's what I will keep doing, and hope that I can keep readers interested.

So you know, I haven't been posting, but development has been progressing on all sides at a rapid pace! Here's what I did just today:



Clicking on it will take you to my DeviantArt page. This is the first thing you'll see when you boot up your version of Skullpogo on your iPhone or iPod Touch. The game only takes a few seconds to load, so I concentrated on making it simple and cute, not too busy. You might recognize it, you might not -- but either way, it was based on this original sketch by our very own Brittney Cloud:




The gameplay is basically finished now, just finishing up the last 5-10% of development tidbits (many developers agree that the last 10% is 90% of the work), stuff like title menu, high score submitting stuff, organizing sound effects and getting them the right volume, and a few more other art tidbits (that's me!) Here's a shot right from a running version of the game (off my PC, not from an iPhone):



It's pretty clear that the HUD is still unfinished, mostly because I have to chalk up the assets for it still. Everything is pretty much operational at this point, just not perfected. In this particular game mode, killing pigs makes it more likely for zombies to pop up, and killing bats makes it more likely for ghosts to come up from the ground, both which you can hit. Ghosts move upwards, unlike the rest of the horiztonally-moving enemies, and actually are great for getting up high. But what kind of reward do you get for getting off the top of the screen? If you played the original game, you'll have some idea.

I've also been making a lot of progress with my Flash programming, which is coming along wonderfully, but I'll save that for a later post.

Cheers, all!

2 Comments:

Blogger IceGladiator said...

That load screen is great! The Iphone version is going to be pretty neat, can't wait to see it in action. Are you going to port it anywhere else (DS, PSP, etc.)?

August 27, 2009  
Blogger Xerron said...

This game could make an excellent DSiWare Game... ^_^

September 09, 2009  

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