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Wednesday, March 27, 2013

DREAMWINTER BLOG HAS MOVED!

No more updates are being made to this blog. This blog is being kept for archival purposes.

THE NEW DREAMWINTER BLOG CAN BE FOUND AT: http://www.dreamwinter.net

Thank you.

Sunday, March 24, 2013

March 1GAMCRUNCH Postmortem.

First, the details:
Game Created: StarStitch - Free for Android mobile devices. (Click to view)
Time spent in pre-concept: 1 hour.

Time spent in development: 14.3 hours.
Tools used: Photoshop, GameMaker: Studio Professional 


Conception:
I knew from the start I wanted to make a mobile game. I have been developing with Android in mind for the last few months, but I had never really played with the Google Play market, and I wanted to design something simple to get a better understanding of supporting the near 3,000 different devices that Android is on, including over 30 sets of resolution settings and various GPU limitations. What a better way than a live experiment!

I knew the game had to be simple to work within the deadline of 48 hours. So at the start of the Game Jam I did something different this time: I ignored the theme! I had a focus already in mind, and I felt that I always took too much time trying to work a theme around a game idea, and I figured if I just forgot the theme this time I could focus on everything I needed.

Keeping "simple" in mind, I went with the idea to design a game I am unfamiliar with, a casual/puzzle game aimed at just wasting time. A little game you could pick up for a few minutes while waiting at the grocery story, standing in line somewhere, waiting on someone, or in the restroom.

Hardware:
I chose mobile because I wanted to experiment more with actually releasing a game on the Google Play market, and find out how various design methods and choices work with the vast amount of device and resolution support that Android is involved in.

What did I learn:
I learned quite a bit from this weekend, more so than I have in any other Game Jam.
  • Keeping things simple is very useful. You might not be creating the next World of Warcraft, but in 48 hours you don't have much time anyway. Simple is not always bad.
  • Finding the balance of expecting things to fail, but not expecting to fail. As things broke and as feedback comes in, I learn from the information, which is the entire point! In fact, the more things that break, the more I learn, and the more things that work, the more confident I am in my design choices. It's win/win baby!
  • The Android market and Google Play is VERY easy to use. Super easy actually. Granted, it does take about 1-2 hours for things to update, but that is far better than the several days it can take for other mobile markets. Learning how Google handles their market and the control/statistical options they give developers is really only doable by jumping in feet first.
  • Being picky on graphics isn't something you have the luxury of during a game jam. Taking a style and running with it is the best way to go. Once you've fleshed out a design concept, there is always time later on after the jam to add the polish you really want. Learning to accept my own art for what it is, is a tough lesson but a very valuable one.

All in all, this was the most productive and knowledge digesting Game Jam I have had. I look forward to next month and the lesson it will teach me. :)


Thursday, March 14, 2013

New games and new website!

Been super busy, have not had a lot of time for updating!

The first 3 games of the SweetSmarts series will be launching the 1st of April! Expect to see those on the Android market, quickly followed by Windows and Mac! There are plans to release for Windows 8 phones and surface tablets, but that will take some time since I don't actually have the devices to test on yet.

Also, coming with the launch of the SweetSmarts series is a flashy new website!

So stay tuned and keep checking back for updates!

Friday, March 1, 2013

SweetSmarts: Gaming Collection

Something I am proud to announce is the SweetSmarts Educational Gaming collection.

This series will be a mobile series aimed at young children that will provide colorful, animated, and thought provoking challenges sure to entertain.

Let's face it, in this day and age, nearly every child has access to a smartphone, tablet, or a PC. Whether they have their own, or they play with their parents, I see more and more children with access to this technology now more than ever.

With that in mind, we should still be challenging young minds while giving them entertainment, and so I am developing a series of educational mobile games that will be easy to use, understand, and more to the point - keep their brain working.



The game series has limitless potential and right now there are 5 games in the works, with 2 already complete.

SweetSmarts: Mathflash
An arithmetic based game where you solve simple problems in your head, increasing your difficulty as time moves on, or even challenging yourself with speed runs and score tracking.

SweetSmarts: MonsterMatchup
A memory strengthening game where you have several mini-games to choose from matching up various adorable monsters with their shadows, themselves, and even help to piece monsters together!

SweetSmarts: MathBlaster (working title)
A space based shooter where you defend your town from falling mathematical problems! This game takes skill, quick reflexes and offers many modes for a wide range of ages - including adults!

SweetSmarts: AlphaBandit
A stealthy raccoon has stolen letters from all over town! This word based game helps children learn how to spell and identify objects as they move through town tracking the nefarious bandit who quite literally has left the town speechless!

SweetSmarts: FlickFishing
This game teaches hand-eye-ear coordination by making the player rely on sound or visual cues which change dynamically in order to catch the fish. With several mini-games and difficulty levels, this game is fun for all ages - including adults!

Development of these games are going strong, and VERY soon you should start seeing them in the Android Market for mobile, and even online in a new Dreamwinter Play! section coming with a new site launch.

Stay tuned!

Monday, February 25, 2013

GMDeveloper.com and everything else!

Man, I have been busy!

Let's get to the details:

First,
GMDeveloper.com is up and running! There is a fair amount of work still going into it to get it right and proper, but if you're a GameMaker developer or just interested in general Game Design, give it a peek!

Second,

Fusecube is currently being polished for retail released. I've got the leaderboards working and i'm just finishing up all the little bits of polish and doing some final bug testing.

Third:
Currently working on some art assets to release for mobile devices. The goal is to build an entire platforming package that can be used to make your own platform game specifically geared for mobile devices. :)

Concept Mockup using some of the assets:



Fourth:
I am about to launch a fundraising project to get my new series SweetSmarts off the ground! Details soon.

Saturday, February 9, 2013

Fusecube PC Beta is out.

Fusecube for PC is coming, and I thought I would drop off an early build for people to give feedback and see if it's something they are interested in!

Find the download here: http://www.dreamwinter.net/dev/Fusecube_Beta.zip

Thursday, February 7, 2013

Fusecube coming for Android!

Fusecube is coming to Android and PC!
Pre-orders are coming soon for a bundle pack at a super low price!

  • 5 different color cubes to fuse!
  • 7 unique item cubes!
  • Funky 8 song soundtrack!
  • 20+ levels of challenges!
  • Challenge mode levels!
  • Special Holiday editions!
  • + More!