I’ve finished updating all my games, I’ve taken a 10 second breather, so now it’s time to charge ahead on some new projects! Today I’ll be giving a basic summary of what you can expect from me in upcoming weeks and months.
Pocket Sweetie Christmas Update:
Christmas is just around the corner and what better way to celebrate than spending some coin—virtual coin that is—on a lovely holiday outfit! I’m working on a bunch of Christmas themed clothes and accessories to include in an upcoming update. It’s an early present for Pocket Sweetie fans! Expect to get your virtual girl into the holiday spirit some time in December. And if you get a shiny new iOS device under the tree, don’t forget to download it - it’s free! Stay tuned for more details.
As some of you may know, I do some extra game art for a fellow Wollongong indie studio Convict Interactive and we are currently working on an awesome ‘punishment platformer’ called Triangle Man for the PC. I can’t take credit for most of the art, I’ve come on pretty late in the game to help give it a bit of extra polish in areas like user interface, world map, cinematics, promotional material etc. I’ll keep slogging away when I can on Triangle Man and try to remember to post some art on here from time to time. If you haven’t heard of Triangle Man yet make sure to check it out, it’s heaps of fun and deceptively challenging! The Alpha version is available now at a discounted price.
Next project - Pachinko Game:
My dev cycle on Pocket Sweetie went way over my initial estimated time. While I’m happy with how it turned out, I’d like to work on a much quicker project next. Of course I understand that it’s easy for any project to go over deadline, however I think I’ve learned some valuable lessons on PS which I plan to take into consideration for this next game. I certainly won’t promise to turn something out in a month, but I think I can expect a much quicker project this time.
Keeping this time frame in mind, I’ve decided to make a Pachinko style game. I have had some good feedback on the Pachinko mini game in PS, so I thought it made sense to focus on this and make it really fun in a fully fleshed out game. It’s not quite the same as a traditional Japanese Pachinko machine but more like my unique mix of Pachinko, pinball, coin pusher games, and good old slots.
I’m planning to have 3 or 4 themed machines all with very different rules and gameplay. I’ve already planned out the first theme and am well on my way to finishing it. See below for a screenshot in it’s current unfinished state.
With this project I am actually starting with the iPad (retina) version and will then work backwards to the iPhone. My previous games all started their dev cycles before the iPad 3 was out, so unfortunately I didn’t make the art in a high enough resolution at the time to suit. It’s too much work to redraw all the graphics in a higher resolution so I simply won’t be making iPad versions of these. I won’t be making this mistake again however, so starting on iPad will mean I can have my next game reach a larger potential audience.
Being the impatient person that I am, I’m already looking past my Pachinko project at something a bit bigger in scope. I won’t go into any detail here, other than to say the top option at the moment is looking like a shmup! Now that is quite a departure from dressing up virtual anime girls! I particularly like the idea of working on a shooter because it’s a genre that works well on PC, console and mobiles/tablets. I figure this will give me lots of scope to port the game if I feel it is worthwhile doing so. This project will be a while off, but I’ll keep everyone updated.
What I’ve been playing this week: Lots of Forza Horizon and lots of DoDonPachi MAX on iOS. Both are amazing. I’m trying to hold off on Halo 4 till Christmas but I have a feeling I’ll cave in the next few days…