Hello, on this website you can find details about my PlayStation®Mobile games and apps.
- About Turn

Monday, 15 July 2013

PSM Development: Time

I've seen some people describe PSM games as "looks like it took less than a month to make". Well, the "looks" part is probably true for Touch Treasure but it did take longer than a month to make.

Here's a breakdown of where the time was spent making Touch Treasure.

You can see a small proportion of time was spent on creating and tweaking the actual game play  Putting together all the supporting elements like results screen, mode select screen, statistics tracking and save data took longer when combined together.

About half the time was spent on the framework and optimisation. Not particularly surprising since it was my first PSM game. The framework should make a good starting point for future games.

Monday, 8 July 2013

Introducing Touch Treasure

Touch Treasure is a simple touch-only game where you have to touch as many treasure boxes as possible while avoiding the bombs.

You can play against the clock or for as long as you can before you run out of lives.
Screenshot of Touch Treasure 
Touch Treasure will be released Summer 2013 for PlayStation®Mobile in Australia, Canada, France, Germany, Italy, Japan, Spain, UK and US.

Post titles are so hard to think of

My first game for PlayStation®Mobile-compatible devices should be appearing on the PlayStation®Store shortly.

In addition to announcing games I'm thinking of using this blog to share some of my progress with PSM development.

To begin with I'll explain where I'm coming from. When I came across PSM it looked like a good way to have some fun making games and sharing them with others all while making good use of my PS Vita.

I'm more interested in the programming side of things and from my experience this usually ends up with lots of unfinished ideas and projects that never get a public release. So for my first game I tried to keep it as simple as possible so it stood a chance of getting released.

Hopefully at least one person can have as much fun with my games as I do making them.