Tuesday, August 18, 2015

Bump.

A video posted by @chinykian on
Ray effect courtesy of the jon.

Sunday, August 16, 2015

Quick update

Okay! Quick fire updates!

  • I've made some new animations for a number of new scientists for Spacejacked.
  • Integrating the scientists into the story mode is a rather tedious process. It's slow, but we're almost there. It's important that we inject personality into the game =)
  • I've posted a new game (YHTJOTR) up for bidding at FGL. It's been a few days and only one sponsor has viewed it - for 30 seconds. That really sucks (I'll be more broke than usual)!
  • YHTJOTR has nearly been ported to android in its entirety, saved for a couple of bugs. Jon has offered to help me with ads integration!
  • I thought I'd do some random doodles for a new side project:

Monday, August 10, 2015

Wednesday, August 5, 2015

Scientist rescue missions

Finally! We're moving on to the next crucial task - rescuing scientist in Spacejacked. Seems like a pretty intimidating task, to be honest - especially since we'd need to figure out a way to fit it into our current game flow, which has pretty much been left untouched for ages, saved for the recently implemented day-system.

I'll start by animating some scientists, and before long things should start falling in place.

Monday, August 3, 2015

Almost done with new side project!

Yes! It's almost done! That makes about 2+ weeks of part-time development.


Tuesday, July 28, 2015

Musing

Having taken on a more active designing role on Spacejacked over the past several months seems to have taken its toll. Nowadays it feels like I'm in a constant state of worry about the quality of the game when we do finish it. What if people don't find the game fun? What if it doesn't sell? And if people don't like it, how would I answer to the team? Would I still have it in me to work on another project with the team? I feel responsible for people's enjoyment of the game.

Perhaps I'm over-thinking things; perhaps I'm just nervous because we are supposedly in the last major phase of development (putting the story mode together).

I'm glad I've found a way to cope, however. Working on short solo projects during the evenings is a hugely rewarding and liberating experience - I'm free to explore various ideas, and I'm not afraid to fail there.