Monday, August 31, 2009
Development Blog #4
Hello out there!
Greetings from th' fore of game development - We here at Headcase Games are powering away tirelessly (well, okay, getting a little bit tired when 5am rolls around) to bring you the best in electronic entertainment. "So what is all new then?"
In attempting to keep up with the spirit of a weekly development blog - give or take a day or two - I am dropping in to say what's up and what's new from a developmental end of things, so let's get right into it.
1st things 1st, our debut iPhone app iFist has been available on the iTunes App Store for getting on a month now. In hindsight the project was quite successful, I'd love to see it move some more units (if you are reading this, don't be shy to go over and plunk down a buck - and if you've done so already, recommend our game to your buddies). Yeah, I know. It gets a little tired when people try to sell me their stuff too.. Well too bad! In all seriousness, we did succeed with a lot of what we wished to accomplish with the launch and follow-up of the app. A further update should appear shortly.
We are well into development of the next game, in fact our programmer got an initial proof-of-concept prototype running this past week. Very bare-bones, to say the least (early graphics, minimal animation, if that - no sounds or effects or anything). We just wanted to see how it translated from existing conceptually in our heads, to a very rough playable version with the basic logic present. Well, all things considered, it's been a remarkable success. I can sit in front of that game for HOURS (I have!) I realize any dev who wants to promote his game is gonna start self-shilling so of course I don't expect anyone to take what I say in here with more than a grain of salt - but this is exactly the game I want to make. It is fun, it is derivative of some of my favorite videogames of all-time, but it is also fresh enough with a new mechanic all it's own that it doesn't feel like a knock-off. THIS is why I AM excited to be doing iPhone development. You have certain restrictive parameters which force you to keep your scope small, but you also have this whole new untouched-world of interface philosophy that really makes it a whole new ball game. It's really the dawn of a new age and I finally feel that little devs like us have a chance to step up to the plate and take advantage of it, to hang with the big-boys..
The game will hopefully be released inside of a month, in the best-case-scenario. Already a lot of the basic assets have been built and refined, and we have the luxury of having created a complete, cohesive framework from our last project - we have been able to just jump right in and start tweaking the basics and getting elements functional. This is not to suggest that our new game will be anything like the first, it's just generic 2D engine with a basic rule-set. Just the same, after this project wraps I'd love to build off of what we've done and do another one in the same fashion, again with the intention of doing something completely different from what we've already released - ultimately, culminating in a nice base of a variety of software, to suit different tastes.
So that's what is happening, in a nutshell - lots of excitement around here, I look forward to getting further into our process as we concentrate less on building this game from scratch and work more on balance and refinement (the meat of any good game) - that is what will make the difference between a game being novel and interesting, to classic and enduring (and fiendishly addictive). Eyes on the prize!
Thanks for reading, and thanks for your support!
-Ron
HeadcaseGames.com
Retro Game of the Day! Legendary Wings
Retro Game of the Day! Legendary Wings
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Yep, at the height of the early Capcom days on the NES. we got a fair amount of stuff like this - really colorful, quite simple gameplay, lots of action and shooting. They had the idea to deviate from the normal theme for these types of games (straight-up hi-tech) and put it into theis weird Greek/Egyptian themed setting instead. Well, it still had it's fair share of tech.
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Overall, a nice and solid shooter for the NES, one which was probably a little outstanding in it's field to a degree (I think Capcom's final published shmup for the system, if memory serves). The two-player mode was a nice touch and the Egyptian touches looked nice.
Sunday, August 30, 2009
Retro Game of the Day! Atomic Robo-Kid
Retro Game of the Day! Atomic Robo-Kid
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Sad to say, the title never really went anywhere. I would have loved to see them go somewhere further with this, it had a lot of potential to be an interesting world with some unique gameplay. The actual game was fairly well balanced, fun to play, ambitious in the right places - it did things right. But it was a little too out-there and too much was against it, so it is just a little marker in history for an industry that didn't "get" it. Well, I get it - and I remember it pretty fondly.
Saturday, August 29, 2009
Retro Game of the Day! Freedom Force
Retro Game of the Day! Freedom Force
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Sunsoft. Loved Sunsoft. It's no secret I have a love affair with this developer, they made some of the most lovingly-crafted games back in their day. Sadly they weren't ballsy enough to step up to the plate as the stakes got higher, for whatever reason, and completely disappeared into obscurity somewhere during the 16-Bit era. But for the 8-Bit days, they were one of the kings. This particular game, an early entry into their catalog, wasn't one of "the hot titles" but it still brought me a lot of good times-
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Anyway, a great game which I would pick up in a second on Virtual Console - seriously! Please Nintendo! Release all the old Zapper Games with proper programming hookup so the Wii-mote can be used as a gun! I'd pay in a second for the whole line. It'd be a blast (pun intended).
Friday, August 28, 2009
Retro Game of the Day! Ghosts 'n Goblins
Retro Game of the Day! Ghosts 'n Goblins
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Thursday, August 27, 2009
Retro Game of the Day! Revenge Of Shinobi
Retro Game of the Day! Revenge Of Shinobi
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Wednesday, August 26, 2009
Retro Game of the Day! Galaga
Retro Game of the Day! Galaga
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So the thing about Galaga is - it takes the basic concept of Space Invaders and goes it one better (well, several times). Whereas SI throws columns of slowly advancing Minions of Death deterministically marching towards you, Galaga has them taking turns swooping down to confront you head-on - it's much more intense and involving.
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As for "the kiddies," Galaga is a game which absolutely holds up and I think it's one of those which anyone could enjoy in the same way Pac-Man is timeless. Please.. if you've never played Galaga, and you are still reading this - you owe it to yourself as someone who likes to have fun, give it a shot. There's more than enough in there to engage any gamer, I don't see how anyone could NOT be addicted to this game!
Tuesday, August 25, 2009
Retro Game of the Day! Mystic Defender
Retro Game of the Day! Mystic Defender
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It was pretty standard fare for any Sega gamer - underwhelming platforming, not bad just not "whoa...!" In those days it was just impressive to feast on these sound effects and graphics as the NES was still king of the hill, otherwise. Thematically, it was also a nice deviation from the usual fare - some fancy demo-world stuff which wasn't usually seen too much in the states, with a bit of tech thrown in.
Not too much more to say about ol' Mystic Defender, he came and went and Shinobi pretty much occupied this general space on the Genesis. Kind of a shame, as the world was rather unique and given a little leeway, they could have brought it out into something special with some further iteration. As it is, MD reminds gamers of an early time when 16-Bit was still a novelty not many knew, or cared about yet..
Monday, August 24, 2009
Retro Game of the Day! Metal Storm
Retro Game of the Day! Metal Storm
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Aesthetics notwithstanding, there was a good game here, perhaps a bit toughed up by it's presentation that it never felt imperative to get far into the whole ordeal. That's too bad, as it was a nifty little game with some interesting puzzles, and clearly some heart and soul was put into the whole project. Usually Irem knew what they were doing, I guess they were in the market to get a little extravagant this time.
Anyway, Metal Storm - even the name isn't captivating, haha - though I may sound like I am poo-pooing it, this is really one of the more glossed-over gems from back in the day. It's not spectacular, but it is a fun and rewarding little game which deserves some playtime from those interested in the platformer genre. I never got through much of it myself, but I could see myself happily spending an afternoon wrestling my way through it's corridors.
Sunday, August 23, 2009
Retro Game of the Day! RC Pro-Am
Retro Game of the Day! RC Pro-Am
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I remember seeing preview screens for this game back in the heyday of the Nintendo Fun Club magazine (precursor to the more modern, long-running Nintendo Power). What's this, some kind of racing game with - remote control cars? Okay, whatever. Just show me more pics of Zelda II, that's what I really want!
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Saturday, August 22, 2009
Development Blog #3
Greetings!
Well, so much for making weekly entries into the development blog. How does monthly sound?? In all seriousness, I'd like to do it weekly to help foster a strong community connection - as a little indie developer, that's really one of the biggest things we here at Headcase Games have going for us, so it is well worth the time and effort. It just takes that much more work, and everything else is already taking so much! Not to say we aren't enjoying it - it's a ton of work doing your own thing, but it is absolutely a blast! Anyway, we'll keep the Retro Game of the Day true to it's name and throw a bone to those interested in dev notes once in awhile, as best we can.
I'd like to take a moment and reflect on the recent release of our debut iPhone app, iFist. It's been nearly a month since launch and, all things considered, it's been successful in what we set out to do. No, we didn't make tons of money - that would be nice, but it's sort of putting the cart before the horse, in a way. Our chief goal was to see exactly what went into penetrating this new market - my partner and I have spent the whole of our careers essentially working in the larger PC and console industries, there's a very set way of going about that in regards to how all the parts work (all aspects of development, marketing and media relations, distribution, sales, commisions, and so on). The iPhone, in a manner very similar to how things like XBLA and Steam and WiiWare and such work, is very much on the vanguard of an entirely new business model that affects everything - and even more so than those listed peers, for more reasons (these are often considered "minigames," you can purchase them wherever you are as opposed to being plunked down in front of a console, et cetera).
So for us, though we had a great deal of knowledge about how development and sales and things worked on consoles and PC traditionally, and we'd spent a lot of time researching how the iPhone development and sales models worked, there's nothing like just putting yourself out there and attacking it headfirst. So we did that, and rather than attempting to create a large and ambitious project for our first outing, it made sense to scale it down fairly bare-bones and see how much work it would be just to do that much, from scratch. Some things we needed to be sure of - our game had to legitimately be enjoyable, it had to look competent, it needed all the usual bells and whistles (sound FX, user interface, et cetera) to be considered a complete package, and it needed to have an element involved that was fairly unknown to us - in this case it was online connectivity for the scoreboards, something neither of us had dealt with at all, but something which seemed very important for the success of our game (small as it was) and something to help it in being "an addictive experience."
Also, we wanted not to spend too much time on any particular aspects of the whole process, but not get too caught up in spit-polishing things, as you can certainly noodle in things indefinitely, no matter the project!
Without getting too mired in technical details, I will say that we approached the marvelously-adept cocos2D framework as noobs, and Ben (the programmer) did a great job of not only sorting through that in record time, but dealing with Mac development for the first time as well. We had an early prototype up and running much earlier than I'd expected, and from there it was a matter of balancing and testing things.
Overall, there's a lot of pros and cons to our project, I will type up an exhaustive post-mortem detailing them all from my POV at some point soon. In the end, we were both very happy to release the game and it felt very reassuring when we got a lot of positive reviews from the gamers who tried our little app.
Armed with the knowledge we've gleaned from the whole experience, and now tempered after having gone through the entire procedure from start to finish, we are well into development of our next title and very eager to show it off. Once again, it's a small team project being assembled within some very strict guidelines, but with that in mind it only takes a certain degree of creativity and proper understanding of how to allocate resources in order to produce some really enjoyable innovative software. Also, there is something to be said for a small group of driven individuals who know what they are doing, without having to jump through many of the hoops imposed by big-budget development - we can spend time working on only what we know we need to craft a finely-tuned, enjoyable experience.
I really believe you guys will like what we have in store for you all! Stay tuned--!
-Ron
Retro Game of the Day! Actraiser
Retro Game of the Day! Actraiser
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Actraiser, or "Act-Lazer" as EGM originally referred to it, was an interesting experiment that failed to yield any long-standing fruit (as noted, we never really saw more bizarre "genre-mix" games like this that much). The game itself is a good time, I haven't looked at it in years but my memories of it are very pleasant. It's interesting to see how they pulled it off, this is a worthy detour down the History of Gaming.
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