Gaming Your Way

May contain nuts.

2010 in words and pictures

A couple of days earlier than we normally do it, but compiling these things takes ages, so better I do it now when I'm still in the laziness that is just post Christmas than leaving it last minute.

Jan:

Our third birthday, and one monster project finally out of the door.

DogTown was a project we did for National Geographic.

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You know that theory that women forget just how painful child birth is, because if they remembered how bad it actually was they'd never have any more children ?
I've forgotten how painful this project was.
Also no link, as it turned out at the last minute that it was to be sold as a downloadable game, and I'm not going to insult you guys with that.
It's not a bad little suite of games, just... well, I personally wouldn't pay money to play them.

In other news this month, we started our first iPhone game using the CS5 beta ( Was that really a year ago ? ) and some of our games which were behind a freewall weren't anymore.

Feb:

A good month.

First up Zap finally went live.

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Check the video out, as that's the closest you'll get to playing it. My Apple dev membership expired, so the game was removed. I really didn't know that games on the store were held to ransom, but there you go, Apple need the money I guess.
( It also means that because it earned a lot less than the minimum payment, $150 from memory, the handful of cash it made is floating around somewhere, not in my pocket that's for sure ).

Developing for a mobile device [ In Flash ] is purely a vanity project, it's cool to see your work running on a different device, and also there was a plan to give tax breaks to UK developers, so it was important for us to have a sellable title out there rather than just the usual free / ad powered games. Pity the tax breaks never came to anything. Nor the game itself for that matter ( It did get shown at FITC though, which was nice ).

Also this month Ionic finally went live.

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My baby. Hellish hard work, but the end results make me happy, and that's enough for me. Also a pleasure to work with Lux for the first time.

Also this month saw an interview with Barry White from GamesChart, well worth a read if you missed it first time around.

March:

We started the month off with a preview post about Destroy More Cars ( DMC ). No link ? Hard to believe, but it's still not live. It'll give us something to write about in January.

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It's almost there. If you liked the original you'll love this, if not, well play it anyway, it'll help the traffic figures.

The rest of the month was more of a discussion thing, Olli putting forward ideas and concepts, and the first mention of Chock a box, our first game in a day.

April:

Bit of a slow month really. We previewed another game in a day, E-Run.

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As simple as it looks really. So simple in fact that it never sold. I still don't know what to do with it, it may well just end up a Facebook exclusive on our page there, or just sit on my HD forever more.

Chock a box went live, and GamesButler were happy with how it went for them, and they were great to work with, so a win all round really.

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More DMC images, and a bit of a rant from me.

May:

The month started with our view on the whole Apple vs Adobe, Flash vs HTML 5 thing. It's been done to death now, so I'm not even going to bother linking to it ( Opinions are like arseholes don't you know ).

Slightly more interesting was some previews of Game'88,

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We asked for help with naming the games, and we were blown away by the response. As to the game itself ? Still coming. I know it sounds like vapourware, but it's been a long 6 months since those happy carefree days of May.

June:

I turned 38, and managed not to post a bleak entry about it. Instead a couple of days later I open sourced the blitter engine.

Also this month we linked out to a couple of friends who were doing some really nice things, and Olli previewed some of the bits he's been working on.

In terms of games, our first project with Aardman digital went live,

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Shaun's Big Lunch, a reskin of our mates' PhotonStorms game. A nice quick gig which came out of nowhere and turned out well.

July:

This month saw the blog get a much needed make over. Olli did a blinding job with it, and showed he's usual professionalism by not telling me to fuck off after my repeated "It looks great... could you just... ?". I honestly don't know how he puts up with me, I'm guessing crack.
Also we went all Facebook, and some day we hope to actually do something with that page rather than just repeat the blog there.

What else happened ? A little preview of terrain splatting, which was done for KnightsQuest, which has just made me realise how long that has been in development.

We also did a light hearted pimp of Jeff and Steve's book, which I've just this second realised we've got to review yet. Oh well, there's at least 2 posts ready for January. I wonder if that symbol has appeared in any other games ?

Finally as way of filler we finally produced post mortems for both cronusX and Ionic.

August:

Quiet month from us. We finally put the criminally neglected Game of Life on our own server after the sad news that Tak had closed.

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Olli teased us yet again with a grab from 'Shrooms, and we both ended up the month bitching about two totally different things ( One of which provoked the angriest response from a reader yet. Perversely that made me happy ).

Sept:

Another quiet one, it happens, sometimes you're churning the games out, other times you're busy making them.

A couple of posts about KnightsQuest, and an unwarranted rant ( Again ).

Oct:

More work hell, with I think our quietest month yet here on the blog ( We're all about Facebook and Twitter now don't you know ). Olli showed some WIP from his Unity game.

Nov:

Exactly the same again, Olli showing the world that we'd not just given up and walked away. There is a reason for this quietness, maybe we'll find out why in December ? Let's see.

Dec:

A cheeky grab of KnightsQuest showing the weather effects. Maybe there may be more news about this next month, hmm, maybe.

Also Championsheeps went beautifully finally live.

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I'd been working on this on and off for months, not long after the Big Lunch game from memory, so it was so sweet when it went live.

We also gave you all an insight into our Christmas drink up, basically an instruction manual in how to kill your liver, Olli posted some more Hellstrom info, and then the month ended with an overly long post recapping the year before ( I wouldn't bother reading that, it's just ego stroking crap ).

And that's it, that's what what we did.

I'm slightly concerned that our release rate seems to drop every year ( I'm not sure if it does, it does feel like it ), a couple of large projects for both of us and the productivity drops right down, well the perceived productivity at least, I've done my share of 4am shifts the past couple of months.

In the new year we're looking at getting Game'88, DMC, Hellstrom and KnightsQuest live, and from there who knows. Molehill will come out and turn everything on it's head.

Thanks again to each and everyone of you who has taken the time to read, comment and re-tweet the blog, we'd be a lot more lonely without you.

Happy New Year kids,

Squize.

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