Professional mobile game developer. Aspiring board game designer. Working out of North Carolina, USA.

Report RSS Pixel Space Horror Phase 6 Complete!

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I divided my development plan into various 'Phases' based on where I wanted to be in development at a given point. There are 11 phases total, which puts me past the halfway mark for finishing this game.

Here were my goals for this phase:

  • Sound & music
  • Multiplatform considerations
  • Actual iPhone build
  • AI tweaks
  • Font selection & integration
  • Unit Unlocks
  • First 15 levels

And all of that is finished! Plus I created a new title with the help of a friend:

All my music is sourced from good ol' Incompetech and my sounds from Freesound.org. It's not the most cohesive sound design, but it's working out OK.

I changed the camera from my last update. I tried supporting multilevel zoom, but it just looks & behaves clunkily. Instead, on large devices, the camera will encapsulate the whole scene. On small devices, the camera will focus up close and track whatever unit is selected/active. There will be a full-scene view, but the player won't be able to play via this view. I might add this camera mode to the large device builds for cohesion and to get some better testing on it.

The next phase is the "Alpha Demo" phase, where I incorporate a lot of the feedback I've received and get the game feature complete (minus some business/social features that I'm holding off). I'm going to go wider with that demo. After that I'll probably start pushing more regular demos.

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