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Posts from the ‘General’ Category


The move to HTML5 Game Development

So the past few months have kept me away from keeping this blog up to date. One of the biggest hold backs was a new job, a job finally related to what I want to do – game development. The past 6-8 years have been more custom web site and e-commerce development. All game development time and research was on my own time. Well, with this new game development job, the amount of learning, understanding, and better practice of game development has been a huge overhaul, eye opener, and welcoming – so warming I am switching to it.

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First App Review

Well, its been sometime, but I finally got my first game/app review from one of my games released on the iPhone!

The people at AppEpic reviewed my game Tunnel Rider and I couldn’t be more happy with their review.

What is AppEpic? Well, I didn’t myself until I went to their About Us page. I like their approach. They seem to focus on helping indie game developers, like me, and smaller game studios get a little more recognition. They are in Beta stages, but I already see them as a great resource for both Developers and Users.

Check out their full review here on Tunnel Rider and don’t forget to download the Tunnel Rider game in the App Store.


Spawn Controller

This week, I launched a plugin for the Unity Asset Store called Spawn Controller (or you can get it here). It’s a plugin I originally wrote to help cut development time on the latest game I am developing (which is still under wraps at the time being). The Spawn Controller allows you to create waves of enemies to spawn from specific spawning positions you setup in your scene. A plugin of such could be useful for creating a zombie game, whereas hordes of zombies come at you in wave after wave.

The docs for the Spawn Controller can viewed here, as well as an overview of the Spawn Controller settings. I am currently working on a intro video to demonstrate how to use it… should be up by the end of the week. Well I got that up sooner than announced, on the same day!

Here is the intro video of the Spawn Controller:

Looking forward to your feedback and suggestions, thanks!


Rethinking the Approach

The past few weeks have been really stressful, game development wise. I need to re-approach myself. I need to take back my goal mentioned a few weeks back in regards stepping up my game development.

The stress is coming from trying to manage and develop all the aspects of game development: brainstorming, prototyping, game development, brainstorming/prototyping (again – or at least I do), graphics, sound, and then testing, debugging, and feedback. Well, this approach of game development depends on the studio or indie developer, this one works for me best. Doing all this as a one-man-show doesn’t cut it. Not for a more complex game. Not for me anyways. I feel too much is a burden and days turn into weeks of game development. Hell, with game development being only a hobby/side-job, it can take months.

So what’s the plan now?

Go back to square one, number uno. Developing little pick up and play games. I hated to think about it at first, but then I thought about it more and now I am starting to see some really good benefits in doing just that.

For starts, I will have more resources to work with. I will have more graphics at hand, background music, sound effects, and more snippets of code. On top of that, most of these resources will be smaller in size, making it easier to manage, OR to develop on top of as time goes from game to game (thus making more complex games will become easier without knowing it). Thats how games are developed, correct? Start off small, then work your way up. I was getting ahead of my self and thinking I can develop a complex game within a month or two on the side. Those great game engines weren’t development from scratch as the companies claim they are. They used snippets of code from ALL their previous works, optimized it a bit or altered to work with the new hardware, and throw it in the next game engine knowing they will come back to it again.

So the past few weeks of so-called “complex game development” for me was a good kick in the ass to make me realize where I am really at.

I can’t wait to start again!


Time to step it up

The past couple of days very pretty productive over here: Finished the and submitted to the App Store Neon Rider for approval, and updated and submitted a much needed update for Tunnel Rider to the App Store for approval as well.

Now it’s time to step up my game.

All the games I have developed, for both Flash and iOS, have been small mini games. Games you play for 5-10 minutes and you’re done with. I haven’t developed a game that makes the player excited to play again and again. Its time to change that.

I have to take back my goal stated earlier on this blog on ‘submitting a game to the App Store once a month’. Those type of games end up to be little and will be deleted by the player quicker than they downloaded it. Its time to make a game that worth is worth playing again and again, and won’t be deleted by the player, and, this would be really cool, show my game in those Apple commercials (haha, thats a good goal to work towards to right?).

The next game I am working on will be kept a close secret for now. The closer the game gets to its final stages, I will share and post screen shots, features and game play. Maybe the game play will be video…? Still undecided on that.

Ok, well, there it is. The new goal for ‘big G games’. Not going to turn back on this one!