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Dwarf In The Woods Available Now (Android Only)

Click HERE To Download
AndroidFeatureGraphic

https://www.youtube.com/watch?v=dizpSFGx574&feature=youtu.be

Thanks to the snow I had an extended weekend to finish Dwarf In The Woods!!!

For now it’s just available on Android but hopefully I’ll be getting it to iOS and WP8 shortly

Download it and leave a rating!!!

 
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Posted by on March 5, 2014 in Developer Diary

 

Dwarf In The Woods: First Look

Dwarf In The Woods: First Look

PLAY IT HERE

About a month or so ago I started a rather large and ambitious platformer project, so naturally I temporarily lost motivation and chose to work on something new and simpler!!!

And thus my new project Dwarf In The Woods was born. It’s another infinite runner, but this time around it’s all about COMBAT!!!!

2014-02-13 13_33_35-Dwarf In The Woods 2014-02-13 13_32_40-Dwarf In The Woods 2014-02-13 13_31_53-Dwarf In The Woods

Gameplay

I’ve worked on it for about 3 days so far and I have the basic gameplay finished along with some pretty cool “flair”. You can do two things, attack and jump. Slice up enemies while avoiding an untimely death. There are two monster types, a goblin and a spiderbat which you can kill with your axe. Additionally you can kill goblins by jumping on their heads!!!

Art

The environmental art that you see was clearly not drawn by me. It was part of an art pack I purchased recently from the unity asset store.

The Dwarf and the monsters however were all me!!! I sketched them out and then drew them up in Inkscape and exported them to Unity, I also did all of the animations :D

 

What’s Next

I may add somemore depth to the gameplay (i.e. powerups, increasing difficulty, maaaaaaybe other monsters) but this depends on the feedback I get and what I feel like tackling.

the main work left to do is all the stuff I hate. This includes but is not limited to…

  • Sound Effects/Music
  • Menus and General UI
  • High Score
  • Integration of various services (i.e. Ads, online leaderboards, etc.)
 
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Posted by on February 13, 2014 in Developer Diary

 

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All About Android: The Game is now Submitted!!!

The title says it all. I have submitted All About Android: The Game version 1.0 to the Google Play store and it should be available in a few hours or so :)

Be sure to download it tonight or tomorrow morning!!!

EDIT: here’s the link!!! https://play.google.com/store/apps/details?id=com.MatthewHoltzem.AAATheGame&hl=en

screen1

 
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Posted by on December 4, 2013 in Developer Diary

 

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AAA: The Game (Development Diary #5)

I’ve been hard at work the past couple of weeks trying to optimize and finish up the core content, and I’m happy to say that All About Android: The Game is nearly complete. I still want to do a few days of testing to iron out any issues with new features and I will need to spend some time creating promotional content such as screenshots before I publish it to the market. That being said I hope to have the game available for purchase in the Google Play store by the weekend!!! I also plan to put it on the amazon app store around the same time :)

This is an initial release and I plan to keep on adding features and improving it! This turned out to be a larger project than I originally planned but it’s been a lot of fun and I’ve learned a ton!!!

 

 
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Posted by on December 3, 2013 in Developer Diary

 

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AAA: The Game (Development Diary #4)

This week I really concentrated on adding sound into the game so there isn’t too much to write about. I have to say sound really has a huge impact on the apparent quality of a game. In my last project “the wandering wizard” I had no sound effects due to time/ability constraints but since this game is so much simpler it wasn’t too hard. It really does a lot to bring the experience together. Anyway sit back and Just watch the awesomeness!!!

 
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Posted by on November 19, 2013 in Developer Diary

 

AAA: The Game (Development Diary #3)

Optimization:

I’ve spend the better part of this week working on optimizing the game to run much smoother. It’s incredible how many things you can find in your code to improve if you really look for them. When I went in to this I had only one real thing in mind, that was to implement object pooling (I’ll describe this in a second) but once I got started I realized that no one thing was going to give me the dramatic performance boost I wanted. As a result I spent hours and hours finding where the bottlenecks were and how to fix them and learned a lot of cool things that will carry over into future projects :D

After some digging on the Unity forums I found out about a best practice known as object pooling. You see in my game (and most games) there is a lot of creating and destroying of objects. You have to do this with modular level pieces, projectiles, particle effects, and basically anything that isn’t constantly present. Previously how I handled this was to just create them and destroy them. This works fine but since things are constantly being added and removed from memory it can cause the garbage collector to fire often and cause slight jitters in the game.

Instead of adding and deleting objects you simply create a “pool” of them. When you need one you pull if from the pool, activate it, and put it where you need it. Then when you’re done you disable it and add it back to the pool.

Although this is helpful it has the disadvantage of a longer level load time since all objects have to be created at the start of the scene.

Tangible Changes:

Once I was mostly satisfied with the performance I went on to implement a few very important aspects of the game content itself.

Fly-out Announcements:

First I created fly-out announcements. Basically just text that fly’s out when you pick up a powerup. This is important since the game is centered around humor and if you don’t know what the powerup is you will not get the joke. I haven’t yet decided if I want these to fire the first time you get the powerup or every time.

Tutorial:

Next I added an in-game tutorial which will always appear until you complete it. It pauses the game and gives you instructions for each type of obstacle. It’s very simple but effective.

Story Comic:

The last change I made was to implement a sort of animated comic that gives a bit of simple storyline behind the game. It’s not flashy and reflects my underdeveloped art/animation skills but it gets the point across. Seeing as this is something people will probably see only once if at all I think it is sufficient for now.

 
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Posted by on November 12, 2013 in Developer Diary

 

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AAA: The Game (Development Diary #2)

It hasn’t been long since the last time I posted but I’ve made some significant updates that I wanted to share!!!

Pickups:

The first thing was to change the jewels into android os themed desserts. A lot of people on Google+ suggested this and it was such a no brainer that I’m embarrassed I didn’t think of it in the first place. But no matter you will now see cupcakes, donuts, and eclairs!!!

Speed:

I made it so that the game speed increases the longer you play (up to a maximum). Later I will add a powerup that resets the speed back to it’s starting value.

Terrain:

I made a lot of subtle changes to the modular pieces of terrain that can spawn.

  • I added more variations of obstacles
  • I gave each powerup it’s own object (before it was a single object that would pick a powerup randomly). This makes the pickup placement more appropriate for the nature of each powerup.
  • I added a few objects that had no obstacles, just big clusters of desserts!!!

TROLOLOLOL:

Someone on Google+ (or a couple people) mentioned something about patent trolls which gave me an awesome idea! Now once you hit certain score milestones (200 point intervals for now), you will be faced with a mean green patent troll armed with deadly gavels and a mac pro jetpack!!! WATCH OUT!!!!!!!

 

What’s Next:

The features are coming along nicely and unfortunately the next logical step is to either mess with sound effects or start optimizing (BOOOOORING!!!). But yeah stay tuned…

 

 
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Posted by on November 5, 2013 in Developer Diary

 

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