The one year game develpoment duel
  • Sep

    16

    Slow and Steady0 commentsstatus

    I’ve been able to get a bunch done in the last month and I’m getting closer and closer to my short-term goal of having a playable first 4 levels. This update includes new character animations, new attack icons, an updated character select screen, intro movie updates, and pinch/zoom functionality. Read More

  • Aug

    6

    What makes a game fun?2 commentsstatus

    I’m at the point of development where I feel I have a rough, yet playable, version of the game’s core functionality. I’ve built the intro, menu system, world map, battle maps, and character selection. I’ve created a playable, yet not very fun, game. And that leads me to my next big challenge which is to make the game fun. Read More

  • Jul

    9

    Character Creation1 commentstatus

    After working on the intro, world map, and combat layer, it was time to work on the character selection screen. My short-term goal is to have 4 playable levels and the only major missing piece is the functionality to manage your heroes. Everything is still in a bit of a rough state, but here’s a look at what I have so far. Read More

  • Jun

    10

    Sound and Music0 commentsstatus

    In the last update I demoed the latest version of the game’s battle layer and I'm comfortable with how that part of the game is progressing. There are still bugs to squish and polish to add, but now that I’m confident in the game’s art, animation, and general flow, it’s time to give audio some love. I’ve contracted the pros to help me out in this area, and with their help the game has gotten some fantastic ear candy. Here’s a look at the latest build with the new audio enhancements. Read More

  • May

    27

    The Battlefield UI1 commentstatus

    Many of my UI elements have been pretty ugly so far, but those days are soon coming to an end. I’ve now received pretty much all of the game’s artwork and in the last few weeks I started implementing the UI portion of that work. There’s still plenty of polish to add, but here’s a look at the battlefield UI in its current state. Read More

  • Apr

    28

    A Very Basic Game2 commentsstatus

    Even though I missed my goal of releasing a game after a year of development, I still have a pretty solid foundation to build upon. And by foundation I mean an intro video, start screen, working world map, and very basic, yet playable battlefields. There’s still a lot of work to do, but here’s a look at those key foundation areas put together in the form of a simple game. Read More

  • Mar

    31

    Music & Memory3 commentsstatus

    I’m happy to report that I’ve received the first 30 seconds of game music and that my ears are happy with what they're hearing. It’s amazing what a little sound can do to the intro video and I can’t wait to see how the future music adds more depth to the game. I’ve also continued to experiment with some memory concerns and making scene transitions as smooth as possible. That’s required a bit of a re-write, but the game is heavy on texture memory usage, so it’s important to tackle this issue sooner than later. Read More

  • Mar

    17

    Another Shot at the Intro Video0 commentsstatstatus

    I said I wouldn’t do it, but I couldn’t help myself and took another crack at the intro video. The main practical reason is because the game’s music is being composed, and it kind of all derives from the intro song. The main impractical reason is because I hated the first video and couldn’t help myself from trying again. Here’s look at the second attempt. Read More

  • Mar

    3

    Intro Video, Artwork, and Audio5 commentsstatus

    I have a lot to share this time around, including icons, character animations, splash screens, world map animations, music and sound, and cut scenes. But the biggest achievement over the last two weeks was completing the first take of the game’s intro video, which you can see below. Read More

  • Feb

    16

    Knights, Ninjas, and Wizards1 commentstatus

    Knights, Ninjas, and Wizards… If that title didn’t get you hooked, then you’re in the wrong place! I added some great sprites to the game in the last two weeks, but a man can only play with sprite sheets so long before he loses his sanity. I didn’t want to lose my sanity, so I also worked on my intro scenes in an attempt to regain control of my mind. I’m really happy with how everything is turning out so far, and you can see what I have so far after a quick word from our sponsors. Read More

  • Feb

    4

    Fights, cut scenes, and texture memory2 commentsstatus

    The good news is that I’ve received a ton of artwork over the last two weeks. The bad news is that I can only demo a small portion of it because there just isn’t enough time to get it all into the game. That’s a good problem to have, though, and what I can show you is some pretty cool cut scenes, some character animations, and this sweet footage of a knight putting the beat down on an evil ogre. Read More

  • Jan

    20

    Barbarian Smash!0 commentsstatus

    I feel like I made some really solid progress for the first time in a while, and I have some exciting stuff to share. A ton of little things were done, but the big accomplishments are the implementation of some awesome attack animations, battlefield animations, and world map animations. I also received some great new artwork and I gave my marketing efforts some much-needed love. You can view all of this week's updates with added commentary on YouTube or continue reading for a quick breakdown of each section. Read More

  • Jan

    6

    Character Dialogue and Scripted Scenes0 commentsstatus

    With the holidays upon us, I wasn't able to get much done over the last couple of weeks. But when I did get the chance to work, I made it count. I've been putting off character dialogue and scripted scenes for a while now, but I'm happy to say the framework to achieve that is now in place. Here is a brief example of a couple of characters engaging in a well written scripted scene, full of deception, intrigue, and suspense. Read More

  • Dec

    4

    Animations!5 commentsstatus

    It's been a little while since the last status update, due to the holidays and a mean case of strep, but I have some pretty cool stuff to share. I had hoped to add the functionality for dialogue into the game, but my animator got back to me with some awesome animations and I just couldn't wait to implement them. So here's a look at 4 of the hero character animations hot off the assembly line. Read More

  • Nov

    12

    Visual Progress0 commentsstatus

    I really enjoyed working on the game over the last few weeks because pretty much everything I did resulted in visual progress. Adding code and manipulating JSON files is good and dandy, but programming is a lot more exciting when I'm working on something that my family and friends can visually experience. Read More

  • Oct

    22

    Core Improvement0 commentsstatus

    As planned after the last update, I was able to add scene management, loading and saving functionality, and the ability to view the game on a physical device. There are also some pretty cool new battleground maps and my first character sprite .png animation to check out below. Read More

  • Sep

    30

    Continuous Improvement0 commentsstatus

    As planned, I was able to continue programming over the last two weeks and add some more features and a new character to the demo. I also spent a little time working on some new character concepts, battlegrounds, and animation preparation. Read More

  • Sep

    17

    Back to Programming0 commentsstatus

    For the first time in what feels like forever, I was able to get back into actually programming. I had no idea that hiring artists, researching art direction, building design documents, and working with contractors would take so much time, but it does. I can understand why studios have art directors and game designers because those two jobs take up just as much time as programming. Anyways, I was able to spend a full week programming, and here is a video update on where the game is at: Read More

  • Sep

    3

    Character and Level Design0 commentsstatus

    I had just started working with an illustrator when I last left off, and most of my time over the last two weeks was spent designing some pretty cool characters and battlefields. I was also able to contract a character animator, who is now working on the game's first character animations. Read More

  • Aug

    20

    Found an Illustrator1 commentstatus

    When I left off last time, I was working with an illustrator to see if he could create the style of art I hope to use in my game. I'm happy to say that he exceeded my expectations and will be playing a large role in the game's development. In addition to formally contracting the artist, I spent a little time playing with game mechanics and a lot of time preparing for the art that's about to come rolling in. Read More

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What's this contest about?

Armed with little to no game development experience, the Brothers Campbell are attempting to make video games for a living. We believe the best way for us to learn is to do what comes naturally to brothers — Compete! The challenge is to see who can make the most successful video game on a budget of $25,000 and in one year’s time. The duel begins on April 7th, 2014 and we'll be documenting the journey.


How will you determine the winner?

It’s simple. The most profitable game wins. We’ll have 6 months to market the game after the one year development deadline on April 7th, 2015.

Learn more about the competition