I'm continuing to make slow progress on my next game. All the core game mechanics have been completed.
I'm now trying to figure out the best way to display scores and various other stats for the user while making it as simple as possible to develop. I thinking of some kind of split between online/offline stats like Vita's trophies app. Fiddling with UI placement is so time consuming. In comparison the UI in Touch Treasure only lets you choose the game mode or proceed to the next screen.
The game is quite ambitious for my attention span but I think it's still possible it will see a release. There's so much left to do. I was going to list it all but ended up deleting that part of the post because it looks like too much work.
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Saturday, 21 September 2013
Wednesday, 14 August 2013
Touch Treasure: One Month On
One month has passed since Touch Treasure was released. It's definitely exceeded expectations and higher ones will be set next time.
Progress is slowly being made on a new PSM game. It's not feature complete so there isn't much to show yet. It will probably be freemium. A timed trial sounds nice, but it's probably unenforceable because this is not built into PSM and the system clock can be changed by the user.
Progress is slowly being made on a new PSM game. It's not feature complete so there isn't much to show yet. It will probably be freemium. A timed trial sounds nice, but it's probably unenforceable because this is not built into PSM and the system clock can be changed by the user.
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.
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.
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.
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.
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