I recently came across a new mmorpg while searching for a game to play. Turned out I didnt really enjoy the game very much. Primarily because of some gameplay elements that just didn’t sit well with me. After some consideration, it is an indie mmo, made by a solo-developer afterall, I decided to write a review for the game.
My review was noticed by the developer and they got in touch with me about the review and the feedback I had provided, and I must admit, this action by the developer really changed my view of the game. I still thought it was pretty bland and boring, but the developer was geniuine in their communication, and I was convinced to put more time into it, and to help out with any feedback I could.
After about a week of communicating back and forth, and airing my thoughts and game design ideas for the future of the game, I started seeing more and more potential. The developer would frequently, even daily, update me on the development progress, and I was even invited onto the test-server to give my thoughts on the current build.
The company behind the Slay Together game is Owl Tribe Entertainment, and when they created a Patreon for monetizing and supporting their game, opportunity struck. I was asked to do the Patreon Supporter Graphics, and lo and behold, here they are!
I created the graphics with the vector program Affinity Designer. It has been my go-to vector art program for the past couple of years. I find it much more user friendly and can work a lot faster with Affinity Designer than I ever could with Adobe Illustrator. The fact that Affinity Designer has a one-time fee, as opposed to the subscription-based model that Adobe runs, was also a huge factor in my switch over to the Affinity Platform.
Star Dasher is now in Open Beta, meaning you can join the beta test and play my new mobile game before it officially releases. 😎
It is a 3d Endless Runner where you control a spaceship with your finger, moving it across the screen to avoid incoming obstacles while picking up coins. Spend your hard earned credits to unlock new spaceships that allow you score more points and get further into the game.
Star Dasher originally started as a learning experience for me, where I wanted to learn how to make an android mobile game and also learn how to publish an android game to the Google Play store.
I’ve spent roughly 2 months on it, and it is safe to say that the 90/10 rule was in full effect. I am not finished with the game, but it’s quite obvious at this point that the last 10% of the game, finishing it, polishing it, bug fixing it, is going to take up 90% of the game’s production time. 😵
So if you’re an Android User and want to play an endless runner where actually get points for narrowly dodging things, give Star Dasher Open Beta a go and let me know what you think. Help me test it before It is released next month.
How do you make a 2D Endless Runner Game in Unity?
I see this question every day.
Have a look at this search on youtube, that place is packed with a gazillion tutorials on every subject and more!
“How do I know if the tutorials are good?” you might ask?
Well, you cant really know for sure. After a while you’ll learn which Youtubers are great, like BlackThornProd, and which are AMAZING like Brackeys.
BUT… Sometimes you just want to have it all in one place, and that’s where SkillShare saves the day.
You can learn all kinds of things there, like Marketing, Programming, Drawing, Design, Game Development, even things like Instagram or getting into specifics on programs like Adobe Photoshop or Illustrator.
Programming a mobile rpg in unity3d (its actually just unity2d seeing as i am not using any 3d features… so lets just call it unity 😛 )
I took out the pokemon sprites as i prefer to keep my projects 100% legal, even if its just a prototype or early alpha build… So the updated version contains new enemy sprites… more representative of the final product 🙂
The plan is to make this game an android mobile game that you can play during a short break or whenever you feel like it. So it will not have Energy or other annoying timelimiting mechanics.
I do however plan on monetizing the game through voluntary ads where the player is rewarded for watching an ad and then in turn gains a buff or a bonus for X amount of rounds vs enemies , or just plain x amount of enemies fought 🙂
More updates coming in the near future. I havent made a video of it yet, but the game currently has different zones to battle enemies in, and a village where you will be able to buy/sell items at the blacksmith, heal up at the temple and respec/retrain at the Trainer 🙂
Tastygraph signing off! See you soon, thanks for reading 🙂
Rise my minion! *Tastygraph casts a resurrection spell on this blog*
it has been ages…
years in fact…
and for that I apologize (Lets face it, its not like you were holding your breath, waiting for a new update… if so… then… yikes, I hope this resurrection spell affects you too then, my poor zombie friend 😉 )
So what does a Tastygraph do in about 4 years?
We’ll I’ve worked hard at becomming better at programming.
I’ve practiced my 2d drawing skills and managed to save up money for a Wacom Cintiq13HD drawing tablet, bought a spanking new supercomputer and a whole bunch of other things(tm)…
Been promoted at work to now be a part time school teacher as well, so I am in charge of planning and teaching the computer science classes for the 5th graders (the only grade that is taught computer science at this school)
I’ve managed to release a few games on my Kongregate Page and I have also started livestreaming my game development sessions which you’ll be able to watch on my Twitch Channel (its like a television program where you watch whats happening on my screen while im explaining what I am doing 🙂 )
oh… and as a little visual proof of concept, so you can see that I havent been completely slacking off! Here’s a video of what my super mario / meatboy and zelda2 inspired 2d platformer currently looks like 🙂 (This is after 2 months of work)
yay, new blogpost and it hasnt even been a full year yet?! Holy crap, something fishy is afoot! … err… jokes aside, I’ve just been feeling very productive lately, and here is the picture to show it 🙂
Twitch Defense has really changed a lot visually in the past few days… I decided to go for a sort of modern graphics meets retro style… not really sure how to describe it… I made the sprites in a regular Pixel art style, 16 by 16 pixels, and then applied a few layer styles in photoshop to give it that sort of glowy look to it.
All in all i think it suits the game quite well, let me know what you think ? and give the game a go as well! Wont be long before I can start adding more varied enemies and a couple of new powerups 🙂
yep! Twitch Defense has an upgrade button at last 🙂
currently you can access the upgrade system after you’ve played through the game (aka died… as there is currently no win criteria.. but i am considering making it so that you can select between Infinite Mode and 60 Second mode. But ill see about that 🙂
remember, its still an early work in progress, but im working on it on a daily basis… when rl doesnt butt in 😛
to those curious, it was made with StencylWorks, a pretty easy to use, yet advanced flash game creation program 🙂
please post comments and let me know what you think about Twitch Defense in its current form… and also, I am very much interested in hearing what ideas on game design you might have 🙂