After releasing my first mobile game (Bitey Trees) exclusively on the
iPhone App Store last September, I set my sights on my next game development goal: Building and
releasing a cross-platform mobile game, for both iOS and Android. It’s still in the very
early phases right now – I’ve been taking my sweet time getting started with it and
trying to plan things out – but for this blog post, I wanted to share my preliminary
experiences with building for both platforms using Godot Engine, the game engine I’ve
decided to use for this project.
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Category: Dev Logs
A little over a year ago, in August 2018, I started working on a small
puzzle game for iOS. I’ve been steadily blogging about it along the way – from this
first post (where I naively thought I’d finish and release the game in 2-3 months) to the
previous most recent post (all about the push to get it finished enough to submit to TestFlight
and start beta testing).
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Last August, I started working on a small puzzle game for iOS, and have
been blogging about it along the way. Update #1 took a look at how it all got started, and
creating a very minimal “playable” game over the first few weeks.
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As of mid-January, I’m now 5 months in to this little iOS game
development adventure… Which I started back in August, thinking it would take 2-3
months. The game started out as a blank slate, but after some iteration and experimentation,
it’s shaping up to be sort of a mini RPG where you fight using casual “bubble
shooter” mechanics, with the concept based loosely on my game jam entry for Ludum Dare
#42.
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Back in August, I started working on a small casual puzzle game for iOS.
The idea was to go through the whole process of fully finishing a game and releasing it on the
app store, in order to learn the ropes of doing it… And also create something simple but
fun in the process.
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