Enter Wicked Lair

Posted by – August 15, 2014

It’s been a while! I’ve been super busy working on my next project, which – quite frankly – is much more complex than my first foray into the Game-Dev world.

So far i have been working on this for a month and a half, 6 days a week, 10 hours a day, it’s been quite a journey, and to say i’ve learned a lot along the way is an understatement. I know a lot more about unity and C#, have acquired some new likes and dislikes about it, bought my first soundtrack license to use with the game, and have a trademark application on-going.

Quite exciting, all in all.

With 1.5 months of development time behind me i am about 35% done (as per my guesstimates…) All of the core systems and UI parts are done and in place, but need plenty of tuning. The big parts missing at this point is content, which is what i will focus on throughout August and September.

Wicked What?

Wicked Lair!

It’s my take on a Tower Defense / Dungeon Builder Hybrid. The goal in the game is to build out your dungeon going deeper and deeper, and spawning units to defeat the heroes that are constantly trying to raid your Lair and slay you (for the phat lewts?)

In addition to defending yourself, you will also need to send Invading units into town to try to destroy it.

Destroy the town before the heroes take down your main guy and you win the game.

When building out your dungeon – vertically downwards – you will be able to chose from 12 distinct themes that all have a different focus and different kinds of creatures that you can spawn into them. Some themes may focus on defense, others on invasion or gathering resources, others again might strike a balance.

You may mix multiple themes in your dungeon as you please, hopefully coming up with some fun combinations that augment each other.

Each floor may hold three creature spawn and each creature may be upgraded twice to a stronger version of itself with not only higher stats but sometimes new abilities as well.

If you build deep enough you may even attract boss encounters to set up their lair on one of your floors.

Any Magic?

In addition to the creature aspect of the game your main guy will be able to chose from a range of spells  to help turn the battle in your favor. Buff your creatures, deal area damage – that kind of stuff.  In order to cast spells you will need mana though, which is gotten through creature gathers and some dungeon-theme specific mechanics

First Look

Here is a screenshot of the current state of the game, i am happy with how the art style is coming together, considering that pixel art is only a hobby of mine (always been a coder, pixel art on the side with long breaks in between)  i am relieved with the way things are turning out.

Wicked Lair - First Look

Wicked Lair – First Look

 

That’s it in a nutshell

Obviously i could go into much more detail, but i think it makes more sense to split it out into several entries.

So far content-wise i have finished 2 of the 12 planned floors, needless to say i have quite a bit of work ahead of me, it’s all super exciting though and should hopefully be mostly a creative endeavor now that most of the game systems are in place. *knocks on wood*

I will try to write these journals regularly starting with some of the stuff i experienced / learned / rage quit over in the past 6 weeks, so look forward to that.

Website: http://www.wickedlair.com

Facebook: https://www.facebook.com/wickedlair

Twitter: @wickedlair

Have a good one,

vegu out.

PS: oh and there is traps, which you may build, that kill heroes in hilariously messy ways.

 

Release Aftermath – Solar Rocket – Week 2

Posted by – July 14, 2014

Not much has happened … oh wait.

So i got a response from the apple review process. They declined the game. Their somewhat understandable point was that apparently for some reason my implementation of the Google Play services prompted the user to log in by switching to the safari app and going to the Google website. Eg. User starts the app and the app immediately switches to Safari and loads the Google Login form. A big no-no pointed out in the Apple Application Guidelines. How embarrassing.

I can’t honestly say how i missed this, but i did. I fixed it and resubmitted last Monday, still waiting to hear back from them again now.

So while this was a bit of a downer, im glad i made that mistake now, as it introduced me to their GIGANTIC application guideline document and i hopefully wont be a repeat offender.

What’s the droid up to.

So we are up to 16 magnificent downloads in the android store. I figure this is mostly due to me participating in last friday’s round of Game Critique on http://reddit.com/r/gamedev. Which by the way was a blast, not only getting people to look at my game and getting some valuable feedback, but also being able to check out what other people are working on. I’ll definitely do that again, if only on the critiquing side until i got something new to show.

AD Revenue so far

EUR 0.45 – Exciting? Hardly – enough for some candy though ;)

Posts about Solar Rocket

Release Aftermath – Solar Rocket – Week 1

Posted by – July 6, 2014

If you haven’t read the Post Mortem of Solar Rocket.

During the  fist week the android version of Solar Rocket has had an astonishing 2 downloads.

No one knows it’s there, which was to be expected, i wasnt really putting much word out about it.

We have to keep in mind the purpose of Solar Rocket as a first game project, which is

a) See what to expect

b) Get Familiar with the progress of getting an app in the various appstores

The answer to a) is easy, at least for the android play store. Expect nothing :) As far as i can tell the Google play store does not even have a “New Games” section that shows all new entries. It has a “Top New Games” category, but that is – as the name says – for games that are new and already on the way of getting popular. I have to assume the absence of a “New Games” section is due to there not being a manual review process, so instead, Google relies on the user base to filter the apps for them. Those that don’t gain any traction – due to shitty execution, no marketing or whatever else – are never discovered by anyone other than through very explicit searches.

Apple Update

The game has been “Review pending” in the Apple App Store for a week now. I don’t blame them, there isnt anything in the game that makes apple any money. It’s free and i dont use their iAd service for advertisement. Curious to see how much longer its going to take, if i go by what other people are saying on various websites, i can probably expect an update during the next week.

On a side note, building of the same Unity project for ios was a breeze – about an hour of getting accustomed to the somewhat different building process relative to the android one.

Once the game gets approved by the apple store review process, ill go do another round in the various indie dev forums to see if i can get people to try it out. Other than that i have put this first test behind me and have started working on a bigger project, Solar rocket had an allotted timeframe of 1 week, this one i set for 3 months. So much bigger, also much more fun :) I have some plans for marketing, and will probably start on that once i pass the first month milestone. Details for that will be in a separate post tho.

Posts about Solar Rocket