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August 6, 2009

Skullpogo on the iPhone?

First off, sorry for two barren blogless weeks! I got tied up with some summer activity and didn't have much time on the computer, and Marius was off at the first Berlin Indie Game Jam (www.bigjam.org). He was barely back for five minutes before taking off again, this time for France, so I guess that leaves me to hold down the house.

I'm trying to get back in the swing of working on Skullpogo. It's always hard to get back into development after being away from it for a few weeks, but I managed to get a few more animations done and tweak some of the code.

And now, preliminary planning of an iPhone version of Skullpogo is on the go.



The game is still in the early planning stages. While we're not quite sure yet if we'll follow through with it, after a few emails back and forth with the programmer who will be coding the iPhone version of the game, I'm feeling pretty optimistic about it!

So far, it's been decided that the game will be largely based off the first Skullpogo (as found on our games page), but using the newer graphics that I've developed for the upcoming Flash version of the game. It may have a few more features, though, based on some ideas and critiques I've received through email and internet forums regarding the original game.

What do you guys think of an iPhone Skullpogo? What do you think would work best as a control scheme? Any special features this version of the game should have?

7 Comments:

OpenID Frenchies222 said...

Whoa. That would be AMAZING. As a control scheme, I was thinking to move right, hold your thumb to the right of Skullboy, and to move left hold your thumb to the left of Skullboy. I dunno about jump height, though. Keep up the progress!

August 07, 2009  
Anonymous Anonymous said...

Control scheme:
Tilt left --> go left
Tilt right --> go right
Tilt up --> jump higher
Tilt down --> jump lower

August 07, 2009  
Blogger ChevyRay said...

I didn't actually think of tilting the screen. Hmm, that might even work. It's hard to debug right now, though, since the game is being coded in C++ first, then ported. I can't exactly tilt my monitor while testing. But that control scheme could possibly be more fun than using your thumbs.

As of now, the control scheme we're playing with is the one Frenchies222 suggested. It works alright, though it'll take some major tweaking to get it feeling right. We'll play around with some other ideas too, and see which one works best.

August 07, 2009  
Blogger Knightmare said...

Maybe a bit of both...touch to the left of him and he goes left, touch to the right he goes right...and tilt up and down to change his height?

August 07, 2009  
Blogger AndrewK said...

The problem with touching is that in my experience, it's way too hard to bother playing a game if you have to touch different corners of the screen for movement. It's one thing if you have a D-pad small enough to maneuver it just like on a keyboard or a controller, but big enough to be able to deal with the flat screen. If movement is controlled by touching, it should use a D-pad. But I also think that tilting could be fine on its own.

August 07, 2009  
Anonymous DarkSoul520 said...

Some Suggestions:

If you want to use a tilting control scheme, I would make an option to choose between two control schemes.
The First control scheme:
Tilt left --> go left
Tilt right --> go right
Tilt up --> jump higher
Tilt down --> jump lower
as the one person said above.
The Second control scheme:
Slide finger left --> go left
Slide finger right --> go right
Slide finger up --> jump higher
Slide finger down --> jump lower
Maybe include a third control scheme with a mix of the two control schemes above as Knightmare said. Implementing a D-Pad is also an option.

Option to change the music volume and the sound effects volume. It's also a good idea to implement an option that allows the user to listen to whatever is on their iPhone/iPod Touch while playing.

Achievements maybe a good idea. It seems to be very popular thing these days to include that.

I would also ensure a pause button is implemented in some way, and to make sure when the home button is pressed, the game can be resumed later.

I own an iPod Touch so...yea. XD

August 07, 2009  
Blogger ChevyRay said...

Thanks for the feedback, DS-520 :) I'll talk to Justin (the coder) about implementing some of those features, the pausing and personal-music options specifically. I don't know anything about coding for the iPhone, so I'm not sure how difficult these features might be. I'll just point him to these comments when I talk to him today.

August 08, 2009  

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