Ta-da! Its done! Well… mostly. If this was a just for fun project i’d probably go ahead and distribute it as is and be loyal to the deadline, but this will be going on my portfolio. Thusly it deserves a whole lot of extra scrutiny, testing etc. Still assuming nothing dramatic happens it should be live on the app store sometime this month.
If you’ll allow me to indulge my pedantic nature a moment, theres a couple of differences between the game and video I feel obliged to mention. Firstly, the mission menu has two scrolling arrow buttons not one. Secondly, the later gameplay from the footage has a return to menu button in the corner. These differences are due to me recording the game running on a Mac instead of an iPhone.
I considered using this post as my onegameamonth submission and sneakily editing in a link here later when the games on the store, but that seems a bit too cheeky. So I think i’ll just have to put Old Jolty down as an August submission.
Well it’s been a strange old month for me so far, what with close relatives getting married and my spontaneous decision to travel up to wales for networking. But regardless of this all of Old Nelty’s metaphorical cogs and gears are now sorted. The game is completely running from start to end through twenty levels using placeholder art. Which means I now have roughly two weeks left before deadline in which to sort out the graphical side of things.
I did very almost upload some videos earlier in the month, but I concluded that people probably wouldn’t take well to the game when it appears to be all about cubes spinning around other cubes until the occasional badly drawn placeholder texture zooms onto the screen.
Its pretty clear by this point that I’m not going to have time to get the game through the app store approval process before deadline, so I’m going to treat my deadline purely as a “this is when the game must be complete” deadline, and use the opportunity afterwards to squeeze in some additional testing prior to sending the game to the store.
That said I need more volunteer testers! So if you know me on facebook and have an iphone 4, ipad 1 or higher chances are I’ll be hassling you shortly.
On a side note, I’m considering changing the title of the game to Old Jolty. So if I suddenly start referring to the game as such, that’s why.
As foreshadowed a couple of days ago, I’m planning to complete a new game next month as part of one game a month.
What’s the new game about? Well…
The last hope for humanity lies with the tired and rusting space freighter Old Nelty that, until recently, was considered decommissioned. (For good reason.) She has no on board weaponry and she can’t turn left, but regardless of that, now she must save the cosmos!
Intergalactic space squid terrorize the universe blocking all trade routes and preventing all-important supplies from reaching their destinations.
Only Old Nelty can defeat the squidly hordes and carry the supplies safely to their respective destinations. But how can she defeat the squids with no weapons?
By spinning around them so fast that their heads explode.
Old Nelty (Working Title), is a…. puzzle game? Based around the perilous task of orbiting spacesquid with a ship that can only turn right. Orbiting one is easy enough, but with each squid you orbit you get faster and you’ll need to make sure you remember to dodge those asteroids on the way!
One thing I’m not sure about is the name, what do you think? Does anyone out there have a better name for a ship? Somebody already suggested Old Melty as an alternative… In which case they probably shouldn’t have parked that close to a star….
Sadly I must announce that I’m putting Lunacy on hold. It wasn’t the easiest decision but I’m confident I’m making the right choice.
There was only me and Hedjeroo left contributing to the project and yesterday I sat down and attempted to estimate just how much more time it would take to complete. I came to the conclusion that with Hedjeroo continuing to contribute 2d artwork whilst I continue to handle everything else it was going to take at least another eleven weeks. Which is really just too long for me to keep soldiering on given my current circumstances.
I imagine it’s a fairly common mistake for new devs to try something too ambitious with their first proper game. I could compensate at this point and try to “cut the fat off the game”. But honestly I don’t think I can do that without making it a radically different game. One that wouldn’t really do credit to the embarrassing amount of time poured into it.
Instead I’ve decided to take everything I’ve learnt from Lunacy and challenge myself to create a completely different, much simpler iOS game in just one month, (As part of onegameamonth!) It’ll be just me on this new project and I’ll be posting some information on the new game here either tomorrow or the day after.
I have every intention of returning to Lunacy at some point, but regardless I’d like to thank everyone who contributed, gave feedback or support for it. It’ll be back one day!