Bonjour! It’s me again with another update, in case you didn’t read and want to, I’ve written a mid-month update that is actually a yearly update called Happy 2019! (2018 Review #finishit)
Taking a break until somewhere around January 7th made me not have a lot of progress for this month, but let’s talk gamedev because a lot happened until today, lots of small things, but they happened.
I’ve talked about happily(never)after on the last random update and said I would talk more about it here, but there isn’t anything to say. I don’t know what I was planning to say.
Anyway, it was my fourth platformer in a row, four was a decent number of platformers to code in order to have a certain skill with it. What is more interesting is that the progress can be seen from one to another, I’m even thinking on writing a blog post about it (improvement by iteration, or something like that).
So I decided to do this for the Weekly Game Jam 76, themed ‘Afterlife’. It’s the game I’m most proud of at the moment and I really liked the feel and controls. I liked it so much I was thinking on making a bigger release based on this game. Spoiler alert: It would be a metroidvania roguelike platformer called Midnight Journey.
2019 Game Development Season is open! My first entry is Cult Cultivation, an idle game I made for the Weekly Game jam 78, theme was ‘Grow’.
I’m joining a lot of Game Jams lately, it’s just that I’m enjoying doing small/simple projects and effectively finishing little pieces.
Cult Cultivation is a really simple incremental game with just a few buildings to raise your currency per second.
The real reason for me to build it is that I’m coding an Idle Game Framework on top of Unity. I want to do that so I can easily create those kind of games, a genre I happen to like a lot, and to sell it on the asset store. Selling something on the Asset Store is one of my goals for 2019. To showcase this Idle Framework I’m planning to release two free games under Fourth Dimension Studio that would use it, the first would be a standard idle game (buildings and upgrades) and the second one would be more RPG based, monsters would be exponentially stronger and your “currency” would be your damage.
For our Monthly Pizza News, Pizza Clicker V3.7 is now live on the Play Store – It is a simple update where I added one more upgrade for each building/worker (7 in total); added a new worker that gives you 2 pizzas per second; added some more random upgrades (2 or 3 of those); added 6 more news on the newspaper section and tuned the price of the first upgrades.
I will return to Pizza Clicker only in February (2 weeks from now), my backlog includes adding a better monetization plan, giving more rewards and being less invasive and adding Version 4, which includes 2 new workers, tons of upgrades and news. Hopefully, with V3.7 all code needed for V4 is done, so it is just a matter of designing and adding it into the game.
dreamlands vs mobile dreamlands
I already said I’ve cut the RPG elements from Dreamlands and I would do a mobile game using its Level Generation and Turn Based System. With that in mind, I got me asking myself, what is effectively the difference from Dreamlands and Mobile Dreamlands?
Mobile Dreamlands is, well, some kind of infinite turn based roguelike runner. Dreamlands is an action roguelike with a progression and a hub, aiming to be more of a traditional roguelike (including having random chances of critical/miss on combat) and it would have more content.
To differentiate them even more, I will change the thematic for the Mobile Version (Mobile Dreamlands is just a temporary name by the way) – I’m not sure what it will be but I want it to be more upbeat because I’m tired of doing dark/mysterious/depressing concepts. Dreamlands is Lovecraft inspired so it is going to have plenty of that.
And again, I don’t have nothing to show here yet (I’m VERY late on that), I’ve just adapted the systems to work on mobile.
In some rather unexpected news I’m on an internship now, what is even more unexpected is that it is in a game company, it’s unpaid but it is 4 hours a day and very flexible.
Adding to the positives is that I will be able to learn with more experienced developers (they have this company for 6 years now). Hopefully in no time I will have my name on the credits of a game with more than 100,000 downloads, which is great, another positive point is that this internship gave me the opportunity to go to GDC this year, just speculation, there’s a lot to talk/decide yet, but it would be awesome and I wouldn’t have this opportunity otherwise.
And hey, if I have the opportunity to do an internship, even if it is unpaid, on literally the only game studio in town (Brazil things!), I have to accept, right?
And again I’ve written way more that I should have. It’s just that this month lots of small things happened, for the next I want to have just two things to talk about here: idle framework and mobile dreamlands.
That’s it for this month, thanks for reading it!