I am a finance programmer trying to find my way into game programming. I am learning the ropes using Microsoft's XNA game studio and releasing titles through Xbox Live Indie Games.
Monday, December 20, 2010
Trouble getting back into it
This is not to say that Barrage is sunk by any means, I plan on seeing this game all the way through for sure. What it does mean is that the timeline for getting this game released is going to have to be pushed back. It's looking more like end of February or early March for a release of Barrage. The delay can be a good thing as this will hopefully provide me with extra time for polish.
Monday, December 6, 2010
Back from a break
I purchased a great XBLIG this weekend called "Leave Home" and played it a bunch this weekend. It's a great game and part of the same genre as Barrage. The overall length for "Leave Home" is very short but the replayability is through the roof as it sports a dynamic difficulty based on the performance of the player. Add a stellar presentation to that and you have a great game that is definately worth a purchase. I hope that Barrage can live up to that level of quality when I am done with it.
I also found a couple of reviews for Ripple on-line, one positive, and one rather neutral. It was nice to see some press for that game even though I have made very little effort to market that game. The neutral review had a few negative things to say about the game which was actually helpful since I got to read another player's perspective and add to the list of things to change for the Ripple update and for Ripple 2, which I will begin work on after Barrage is complete.
Plus, we are smack in the middle of the Indie Games Uprise which began this month which sports some great releases on XBLIG. If I were you I would check them out and start downloading.
Sunday, November 28, 2010
Untangle the mess
Sunday, November 21, 2010
Enemies on screen for Barrage
Saturday, November 13, 2010
Barrage is going well
Sunday, November 7, 2010
New Xbox dashboard
Barrage update: It is coming along nicely, albeit slowly since I can only work on games 5 to 10 hours a week. I really wish I had to the time to work on these for a full work week but that is not something I can afford at this time. Otherwise, I think it is looking pretty good and should still be on track for peer review in March, 2011.
Wednesday, October 27, 2010
Ripple Sales
1) The game uses all primitives for graphics and does not look particularly stunning. People often don't admit it but graphics can often times be a big reason why people buy a game.
2) The dual analog shooter genre is very crowded on indie games. There are many to choose from and several of them are superb. I feel that mine was of good quality but if your only going to buy one there are several others that well executed.
3) The difficult is rather steep and may turn off some casual gamers. I consider myself a casual gamer but better than average at this type of game. I still found it difficult to beat the game, I only did it 3 times during my weeks of play testing.
There are probably a miriad of reasons why this did not perform great from a sales standpoint but decent download numbers and a solid 3 star rating are not bad for never having programmed a game before.
Here are the actual sales figures
10/22/2010
Downloads: 643
Purchases: 22
10/23/2010
Downloads: 496
Purchase: 21
10/24/2010
Downloads: 276
Purchases: 15
10/25/2010
Downloads: 178
Purchases: 11
10/26/2010
Downloads: 131
Purchase: 3
On the Barrage front I am still making good progress. Much of the ground work has been laid and I will continue to add to the game. I think that one lesson I learned from looking at other top games online is polish. I will have to spend a lot of time ironing out the fine details of the game and making all aspects as smooth as I can make them.
Friday, October 22, 2010
Ripple has landed
Thursday, October 7, 2010
Down time
The XNA creators club website has been taken down till Monday for updates. I decided that I could use this time to start a blog for my small (nearly non-existent) game company. I started writing games out of curiosity. My background is in finacial programming but I have always been interested in game programming. A few friends of mine had created an XBLIG awhile back and I thought I could use XNA and its tutorials to learn how to program a game. I started just dabbling and messing around with a dual analog shooter as I felt that would be a good game for a beginner to learn with. Over time, the game evolved and began to feel like a real game. I added what I felt were unique elements and thought that I might have a chance at selling a copy or two on the Xbox marketplace so I decided to go for it. This is how "Ripple" was born.
"Ripple" is my first game and is currently in review status. As stated before it is a dual analog shooter. The twist is that enemies cannot be killed with projectiles but rather with ripples. The enemy is first tagged with a projectile and is then vulnerable to a ripple attack. The more enemies killed with a single ripple the higher the score multiplier becomes. This rewards players who leave more enemies on screen with more points but is also riskier.
The game sports retro style vector graphics. There were two reasons for this design choice: the game is akin to an old school shooter so I felt that it fits that vibe, I also lack the artistic talent or know how to create more complex graphics. Sprite effects and animations are still new to me and I have a lot to learn about them. Perhaps the next game I will incorporate some more complicated graphics
I did have a good time working with one of my buddies from work on the music. I had no idea he was so talented on the guitar but his stuff was great. I originally didn't have any music driven gameplay in Ripple but after I heard his music I decided that it was one of the strongest things the game had to offer. So, I changed the game from stages to surviving two songs. Each song is about six minutes in length so that makes the game from beginning to end about 12 minutes. It isn't easy to make it though the 12 minutes but if a player does then the replayability will have to come from wantiing to achieve a higher score.
Speaking of my next game I'm not really sure what it will be at this point. I guess my front runners are a 2-D brawler or a platformer; however, until I figure out how I'm going to create better graphics I'm not really sure what my next game will be.
In any case I will just have to wait for Ripple to make it on the marketplace. I don't anticipate it being a huge seller but I will hopefully re-coup the cost of the XNA membership and memory card I had to buy for testing.