May Game and Mini Milestones

On to the next month!  I’ve decided on a core concept for my May monthly game and am starting the base engine now.  I expect to have it up and running quickly as it is simpler than my last couple games.  I’m excited to get it up and running and hopefully I’ll have something to show […]

ReflecTs Progress Update

I’ve nailed down most of the game framework for my April game, the major bullets to finish are the music/sound effects, the ad monetization, and any social media tie ins. I’ve implemented the first 10 stages, and designed a few more on paper.  I’m hoping to finish up everything up in the next couple days […]

New Month, New Game

This month i’m doing an idea I had when I found a set of CC0 assets from opengameart.org for a reflections puzzle game.  Basically there will be a fixed stage design, but random starting positions for the pieces.  The puzzle will be to rotate the mirrors and the fire the laser to have it reach the […]

Sub Hunter Released!

Sub Hunter is now officially released on the android Play store!  https://play.google.com/store/apps/details?id=com.doublesquare.SubHunter  I put in a lot of extra hours this last week to get everything finished up, and still a couple bugs made it into the release candidate build.  I’ve fixed those now and made the update.  I hope everyone enjoys it!

Sub Hunter Overall Progress

Wow this month has flown by!  I have just a few finishing touches on the engine work for Sub Hunter- and I still need to do sound effects and music. Right now i’m working my way back through to implement achievements.  I’ve decided to do built in achievements this time in place of the Google […]

Data Structure Work

I’m making progress on getting the new game functions up and running, I’ve got the level end detection working and now I’m working on the stage selection screen that displays which missions the player has completed along with which mission challenges have been finished as well.  I will have some more progress shots to show […]

Sub Hunter First Look

I managed to convert/expand my level generation script from Dodgeline to control enemy sub spawning- I can set when/where/direction of the subs as well as how fast they move, how often they shoot, and how fast their bullets travel, I still have some work left to do for end of level detection since there are […]

New Game Started!

Alright!  Motivation level is always high when I get started on a new project!  I’m prototyping some mechanics now and working out how the gameplay elements will interact.  I’m hoping to include more integrated player customization options with this game through some kind of in game currency store.  I really liked how Dodgeline worked out […]

Pandora’s Clock

So I recently was working in my prototype playground in Gamemaker and I’m making a system to get how many seconds have passed while the program was not running.  So far I’ve got a system saving the time on a regular basis, so I can know approximately what time the app was last run and […]