The halfway point: AIR to App Store, Day 7

The halfway point: AIR to App Store, Day 7

Morning everyone!

Just a short post today as I’m knee deep in game code and really making some great progress. As discussed yesterday, I’ve settled on the game name Fishmonger: Arctic Adventures and the more I say it to myself, the more it seems to fit. Fishmonger itself is a pretty hilarious word come to think of it. A monger of fish. Technically the protagonist of the game is actually a fisherman, but we can safely assume he will sell the fish later.

fishmonger_4

 

Day seven – the halfway point – and I have a completely playable, 10 level version of the game, working on a Samsung Galaxy S3 phone and an iPhone 4. Title screen, sound effects, music and art, as well as a number of different game mechanics. That’s the beauty of building games with Adobe AIR and the Starling framework. Imagine trying to do this with HTML5 – you would really have your work cut out for you – especially with the sound channels. AIR is as close as it gets to building a “Write once, deploy everywhere” solution – just a shame most people don’t know about and still think Flash is a dirty word.

I’ve got about 2 more days on the actual game then it’s time to start wrapping things up – integrating a leaderboard , creating icons and so on. I’m actually a fair way ahead of where I thought I would be. 14 full days is actually a good length of time to build a quick game. If I could do a few of these a year, I’d be quite satisfied. I’m used to building large scale projects ( sometimes up to a year in development ) so the rapid prototyping is really a lot of fun.

boat

The next question is, how many levels can I realistically put in the game before it become too repetitive ? I’m going to aim for at least 50  ( most levels go for under a minute ) – if I implement a time-based “par” ( where faster completions get a higher star rating ) , it encourages players to go back and try earlier levels again.

I’m really looking forward to people playing the game – the plan is to sell it for 99 cents on the App store ( I’ll be writing a post about this in the coming days ) so it may not be a ubiquitous hit but I truly believe games are worth at least a dollar. We must value our craft as an industry with spending money on.

Anyway, we journey on in our intrepid fishing boat!

Cheers, Oliver

 

 

 

 

 

 

By | 2014-01-22T23:00:25+00:00 January 22nd, 2014|GameDev Blog|

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