Tag Archives: THE OCTOBER GAME
GottaEat is now available
My first game is now on the App Store! Huzzah! GottaEat is a casual arcade game for iPhone and iPod Touch. It costs a dollar (in the US store). Hop to catch flying insects. Avoid the deadly bees or you’ll … Continue reading
The Cleanup Sprint
Coming into the home stretch of THE OCTOBER GAME, I took some time to do a little cleanup. What came before After finishing the level editor, I created the last few stages and played the game through many times, editing … Continue reading
Programming Praxis with Code Katas
As THE OCTOBER GAME nears completion, it’s all debugging and cleanup. It can be both tedious and frustrating working on the same codebase for so long. I’ve mentioned before the little side-projects I work on. But there’s another kind of … Continue reading
The Level Editor Sprint, Pt.4
My third attempt at a level editor for THE OCTOBER GAME succeeded, but not how I expected. As I mentioned last time, the game was feature complete including scaffolding like the Top Scores and Help screens. I’d found creating levels by hand to … Continue reading
The Level Editor Sprint, Pt.3
My second attempt at a level editor for THE OCTOBER GAME was a useful failure. A few months after my last effort, I wanted to try a new method of app development. Previously, I tended to write code in a … Continue reading
The Level Editor Sprint, Pt.2
My first attempt at a level editor for THE OCTOBER GAME was an instructive failure. Writing code is fun and this leads me to jump into projects, then drown in rising complexity. To counteract this, I try the simplest thing … Continue reading
The Level Editor Sprint, part 1
Early on, I decided the THE OCTOBER GAME would have designed levels rather than random ones. That decision led to significant complexity, here’s how: The core of the game is simple, the player jumps up to hit enemies flying across … Continue reading
The New Year Cleanup Sprint, a post-mortem
What came before At the end of last month, I transplanted THE OCTOBER GAME to a fresh app template. For the next week, I fixed lots of niggling little bugs, did more code cleanup, then another round of tweaking artwork. … Continue reading
The Game Core Transplant, a sprint post-mortem
After regenerating all the art assets, it was time to move THE OCTOBER GAME core to a fresh app template. The game architecture had changed over the months, leaving the project with lots of cruft. Classes had unused methods, or … Continue reading
Game Art Regeneration Sprint: a mini post-mortem
At the end of October I started on a sprint to regenerate and rework all the game artwork. Partly to upgrade to Retina resolution and partly to match the character art more closely to the user interface style. Less retro … Continue reading