Thursday, December 15th, 2011
Last September I wrote a blog post introducing Invader Zurp which revealed a little of the back story on how I came upon this new game idea after it’s first 2 months in development. Fast forward to 3 months later and Invader Zurp had just hit the App Store! I thought it would be useful to sit down and review the last 5 months of development, kind of plan out where I want to go from here and go over the events and insights that I thought were most influential during development.
The Story So Far…

So to recap the original blog post a bit, it was the middle of the summer (2011) and I had been working my brains out on Cannonade for the previous 6 months. I was a little discouraged at that point because progress wasn’t coming quite as quickly as I had hoped. Reception from my testers (just friends and family at that point) hadn’t been as positive as I had wanted either. I still had a very clear vision of what I wanted Cannonade to be and still believed that there is a ton of untapped potential for multiplayer-only games on iOS. But there was only so much I that could do as a one-man team and testing a multiplayer game can be quite time consuming. I took the family on vacation in early July and was able to step away from things for a while. It was then that I got an idea for a single player experience that distilled the core gameplay mechanic of Cannonade down to it’s essence. Thus Invader Zurp was born. Within two weeks I had modularized the Cannonade game engine, re-written the graphics sub-system in OpenGL ES 2.0 and had a working prototype. And it was fun! I found myself on very long “testing” sessions playing even after I had verified my fixes. I seeded the first alpha version in early September and wrote the introductory blog post. Then began the journey of finishing the game and kicking the darn thing out the door. (more…)
Posted in Achievements, App Store, Bullet3d, Cannonade, Debugging, Game Center, Games, Graphics, Hacking, Humor, Indie, Invader Zurp, iOS, iPad, iPhone, Marketing, OpenGL, Performance, Postmortems, Programming, Psychology, Startups, Video Games, Weaponry | No Comments »
Saturday, June 4th, 2011
One crucial aspect of my game that I have been thinking of for a while has been that of in-game achievements. There is just something about the hormones that get secreted in your brain the first time that sound or notification goes off that hooks you like the first line. I have come up with an initial set of 40 achievements that I will hopefully have implemented by the next seed. Your challenge: tell me what you think in the comments below, let me know of any cool ideas you have for achievements and bonus points for anyone that can name all the movie, video game or cultural references below.
(more…)
Posted in Achievements, Cannonade, Computer Games, Game Center, Games, Indie, iOS, iPad, iPhone, Programming, Psychology, Video Games, Weaponry | No Comments »
Monday, April 18th, 2011
the one that gets the most votes below!
What weapon should I design next?
- Fire Bomb (small area explosion, wood blocks catch on fire) (17%, 1 Votes)
- Gravity Bomb (medium area explosion, reverses gravity for x seconds in blast radius) (17%, 1 Votes)
- Rail Gun (similar to the laser but turret based and damage is collision based) (17%, 1 Votes)
- Airstrike (overhead view, lined cluster of medium explosive bombs) (17%, 1 Votes)
- Transporter Gun (small area explosion, affected area transported to another location within a distance of the original location) (17%, 1 Votes)
- Friction Gun (medium area explosion, lowers the friction coefficient of affected objects) (17%, 1 Votes)
- Satellite Laser (over head view, high penetrating damage to anything in the line of fire) (0%, 0 Votes)
- Timed Sticky Bombs (attaches to objects that it hits, large explosion after a certain number of turns) (0%, 0 Votes)
Total Voters: 6

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Got a good one that I havn’t thought of yet? Let me know below and I will add it!
UPDATE: Voting is now closed! Looks like it was a 6-way tie! I have decided to deal with this by designing 3 of them, the Gravity Bomb, Fire Bomb and Friction Bomb. Check out their debut in Cannonade 0.5.7!
Posted in Bullet3d, Cannonade, Computer Games, Games, Graphics, iOS, iPad, iPhone, OpenGL, Programming, Weaponry | No Comments »