Visar inlägg med etikett game. Visa alla inlägg
Visar inlägg med etikett game. Visa alla inlägg

torsdag 8 maj 2014

How free will Rookeys be?

Me and Viktor have been discussing how we're gonna monetize Rookeys. First of all, we know that a lot of people's ears start bleeding as soon as you mention monetization, but second of all, no money = no future games from us.

At the same time, we are two student's with little to brag about. Sure, we have done some games in the past but nothing we can point at and say: "Look, we did <insertnameofawesomegame>, so you should play Rookeys now". Basically we need to build some hype first.

Our solution is to make the up coming release completely free of charge, as well as empty of ads. The release consists of 24 levels and we're gonna update with more content as soon as possible, but until the first update we won't put any ads in there. We believe this is a fair way of doing it, kind of like a test period to see if there's any interest in Rookeys.

Yay!

tisdag 6 maj 2014

The game has been saved!

If yesterday was a horrible day, development wise, then today it all leveled out again. The graphics have been fixed, we have a revamped reward system in place and pretty much all of the sound assets have been implemented.

We still need to do some more level design (10 more levels to make it 24 in total for the release version), but that should speed up now since we can devote it more time. There are some important graphic assets left to draw and polish, but the main ones are done and are looking good.

Otherwise, there's really "only" bug hunting left. Since it's a relatively small game, I'm feeling fairly confident that we're gonna pull this of in time for the Swedish Game Awards hand in at the end of this month.

That's all for today, time to get some sleepy time. Ha de' gött!

Happy Kitten Day!

måndag 5 maj 2014

A very much Monday

One basic rule when developing games and getting close to the release: Don't update your development tools!

We now have a broken game. It is my job to fix it, and I'm already swamped with work so I'll be brief: I hate developing games sometimes.

Sad Panda Day