The motivation behind my new website.
chriswaite.dev
In this post we'll take a look at the initial
concept for my board game. Much like any game
design, the initial concept evolves at a rapid pace.
It's finally time for a new project and, what I hope
will be, a brand new series of blog posts.
Last time I entered I produced a time-lapse of the
development. I find these pretty interesting so I've
done the same again.
Ludum Dare is a game development competition (and
game jam) that takes place over 48 hours.
Experience with A-Frame framework and virtual
reality development.
Final installment exploring VR as an interactive
experience.
Development progress report including Unity
investigation.
Explores VR game design challenges using Google
Cardboard and A-Frame.
Welcome to the first devlog for Cardboard
Dungeon...a devlog for experimenting with virtual
reality.
Developing a smartwatch application as an Apple
Watch alternative.
It's fair to say that electronic prototyping and the
creation of custom hardware at home has exploded
over the past few years.
Annual retrospective examining the previous year and
discussing aspirations for the upcoming year.
Participation in a game jam focused on procedural
generation techniques.
Personal reflection on the Sega Mega Drive as a
childhood gaming console and nostalgia for classic
titles.
Website redesign and updates to the Bytesize
Adventures platform.
Reflects on creative restlessness and the desire for
ongoing self-reinvention.
Post-WWDC analysis of Apple's new Swift programming
language as Objective-C alternative.
Development challenges faced when maintaining
long-term hobbyist projects.
Limited weekly progress update focused on level
creation planning.
Significant milestone achieved with level editor
completion matching engine features.
Hello again. I suppose you're wondering what
happened to the 7th and 14th devlog's? Well, I had a
few weeks break but I'm back now and ramping
development back up.
The first week of April has seen some good progress.
As promised last week, I've been continuing work on
the level editor.
These months are really flying by; the end of March
is upon us. I'm afraid it's been a slow week.
Development focused on map graphics and UI design
consistency improvements.
Work centered on character progression system
implementation.
Limited development time spent on level select
screen animations.
Level select screen implementation work in progress.
Concept development for the level select screen
interface.
Progress on separating foreground elements from
tiles and scenery points.
Brief animation demonstration shared on Vine.
A bout of illness early in the week slowed me down
somewhat. Progress continued in the latter part of
the week.
Sprite Kit porting completed but performance issues
emerged with scene transitions and tile placement.
Still more porting! Level select screen successfully
migrated across devices, though layout refinement
needed.
Sprite Kit migration progressed with texture atlas
creation for multiple device targets completed.
Opening devlog of 2014 using weekly development
updates discussing progress achievements.
Retrospective reflecting on the previous year and
discussing upcoming development goals.
Discussion of importance for game designers to play
diverse gaming experiences beyond AAA titles.
Level 3 of my demo is at last complete. Added river
tile and bridge/teleport widgets.
Development momentum building with level 2 progress
on the five-level demo.
Relative positioning implementation enabled iPhone 5
compatibility and future device support.
This is a post I didn't think I'd be writing. Mini
Mob recently got to the stage where its feeling...
If you're into coffee and have yet to try my coffee
App, now is a good time...
It's been a long time since Bytesize Adventures had
a face lift.
Packt Publishing recently got in touch and asked if
I'd like to review their newly published book...
A friend recently pointed me at a tool called
gource. It analyses a version control repository...
Mini Mob is going through a bit of a rough patch at
the moment with motivation dipping...
Time for another short update. I've spent some time
away from the game recently to get perspective...
Achievements come in all shapes and sizes and today
marks a considerable achievement in iOS
development...
Just a quick update. I've now implemented the core
gameplay changes mentioned in my previous diary...
Whilst this blog is predominantly about game and App
development, its nice to sometimes blog about...
As predicted, porting the prototype from MOAI to
Cocos2d was relatively simple.
2013 is upon us. Its a chance for a clean slate and
an opportunity to dive head first into a new
project.
Annual tradition featuring yearly review and goals
for the upcoming year.
Discussion of Coffee Cellar 2.0 reboot and app
marketing efforts.
Development time-lapse for Ludum Dare 25 game
competition entry.
Documentation of 48-hour game development
competition participation.
Release announcement for Coffee Cellar 2.0 with free
updates for existing users.
Overview of redesign approach for previously
released Coffee Cellar application.
Personal announcement with blog hiatus notice.
Update on new game project Subterranea after
blogging gap.
Continuing to explore the Moai framework and Lua,
leading towards a second game.
Documenting progress on the next iPhone game,
temporarily titled PPRPG.
Introduction to the Moai framework that I had my eye
on for some time now.
Development update noting a bit of a struggle with
social media and game design challenges.
Reflection on Twitter's role in connecting indie
game developers to the community.
Progress report on a second demo level that's
throwing up plenty of issues.
Status update noting approximately 30% of the way
through development.
Update on new GUI elements and tile queue to buffer
taps and keep animations in sync.
Progress on artwork including dialogue, character
selection, and NPC designs.
Milestone post marking the tenth post in this series
of weekly updates.
I missed my weekly update last week because I didn't
have much to talk about.
Work completed includes added NPC's to the game
engine and a data structure to support them.
When I'm coding my games I like to listen to music
or, more specifically, music without lyrics.
Developer notes missing a previous update due to
taking time away.
Attendee reflection on an online game development
conference.
Its been a huge week in terms of progress with
system reworking and GUI additions.
Developer focused on implementing core gameplay
mechanics.
Game design insights from playing puzzle games.
Work on level editing tools development.
Focus on getting a basic inventory system
functional.
Weekly updates covering the development of my new
game (working title – PPRPG).
Exploring Unity and Blender tools for upcoming game
project.
Retrospective on blog's purpose chronicling game
development efforts.
Holiday season promotion offering 50% off the
regular price.
Development progress report on in-progress game
project.
Festive-themed icon creation inspired by Christmas
update.
Release announcement featuring 3 new festive icons
and interactive features.
Discovering an unexpected magazine review for my
application.
Announcement regarding upcoming project development
plans.
Status update on application availability and
pricing.
Today, I, like the rest of the world, woke up to the
sad news that Steve Jobs had passed away.
6 months, 5,000 lines of code, 13 blog posts, 15,000
words and both the App and my blog series are
finally finished.
Post-launch analysis examining what went right and
wrong after one month in the App Store.
Data analysis and project dissection focusing on
numerical metrics from the app development series.
Book review exploring interactive fiction and its
historical context.
Launch announcement for the Coffee Cellar app across
multiple app stores.
Final pre-launch marketing strategy post before the
app's public release.
Culmination of six months of visual development
including design docs, wireframes, and artwork.
Overview of the testing process for the Coffee app
with public beta feedback.
Update on beta build distribution and early tester
feedback.
Whilst I'm brainstorming ideas for my next game,
I've decided to take a slight diversion into the
world of application development.
Findings from working on the first free update for
Astro Noughts, focusing on difficulty-related design
challenges.
Brief announcement that the Astro Noughts postmortem
was featured on the gaming industry publication
Gamasutra.
Written a postmortem of my latest game Astro
Noughts. I'm using the traditional format of 5
things that went right and 5 things that didn't.
New Year reflection article marking the return to
iDevBlogADay blogging community.
Astro Noughts has just been approved by Apple and is
available now on the iPad App Store for $0.99.
Pre-launch post written while the game awaited App
Store approval.
Announcement that Astro Noughts was submitted for
Apple approval, with expected December release.
Tutorial systems are a part of game design that
can't be avoided.
Philosophical exploration of creating lasting impact
through creative work.
When I started porting Star Fusion to the iPad, I
expected it to be just that – a port with a few
tweaks.
Useful responses from Twitter about sound design
resources for game development.
Announcement that Star Fusion, my first iPhone game
from June 2009, was made permanently free.
Discussing upcoming content related to Star Fusion
HD's approaching launch.
Update on a project management tool created for game
development that generated interest from other
developers.
Progress report noting the project's advancement but
greater-than-anticipated challenges.
A lighthearted post exploring coffee culture within
programming and creative work.
Discussion of abandoned game projects and the
various reasons for discontinuing development.
Introduction to a new version of my original iPhone
game from over a year prior.
Practical lessons drawn from experience developing
multiple iPhone games.
Modern games are highly derivative, boring, and
predictable. They nearly always involve some form of
shooting.
iDevBlogADay initiative where developers publish
daily blog content about game development.
Game development update covering progress and
changes made to the latest project.
Reflecting on childhood aspirations and artistic
background.
Development progress update on game projects Star
Fusion and Rocket Santa.
Work on level manager and core level editor
components.
Refinement of the exploration mechanic as core
gameplay feature.
Tool addressing project management challenges for
independent game developers.
Focus on game theme and artwork style development
beyond placeholder graphics.
Weekly development update with visual screenshots of
project progress.
This week i've been stripping my next game back to
its core mechanics.
This week has been an interesting one, i've been
playing with 2D physics engines.
Another week over, so time for my weekly update.
Unfortunately I've been ill for most of this week.
Experiencing temporary inability to continue writing
work.
Discussion of redesigning the site with improved
direction and cohesion.
Developer perspective on Apple's new tablet computer
announcement.
Analysis of a rapidly developed Christmas-themed
game project.
Year-end review of top-performing blog content and
site statistics.
Coverage of an annual app development contest with
prizes.
Update on game approval after addressing a critical
bug.
Rocket Santa was approved by Apple on Thursday 3rd
December at 11pm just 1 week after submission.
However, this good news quickly turned sour as we
found a major bug.
I'm pleased to announce that my next iPhone game has
been submitted to Apple.
Star Fusion has had another professional review,
this time from App Girl Reviews who scored the game
7/10.
Early artwork shared for an upcoming Christmas game
by artist ClintonMc.
Review of the iPhone Tech Talk World Tour event
hosted by Apple in London.
Announcement of Apple's iPhone Tech Talk World Tour
with expert advice.
Update on development changes and project status
adjustments.
Discussion of making Star Fusion free due to low
sales figures.
Creative exercises and tools explored during game
development.
Progress report on second iPhone game development.
Here are some early art assets for my next game.
These don't represent the final look and were
created using Inkscape.
Development process documentation for my second
iPhone game project.
Reflection on five months of iPhone game development
experience, starting without Objective-C expertise.
Announcement of site redesign featuring HTML5
compliance.
Update announcement regarding Star Fusion patch 1.1
submitted to Apple.
Discusses instructional design challenges in game
development.
First professional review scoring the game 8/10.
Download statistics and promotional efforts after
Star Fusion's July 26th release.
Announcement of App Store approval for my first
game.
Overview of hardware and software tools used for
game development.
Some great news today. Star Fusion has been
submitted to the iPhone App Store for approval.
Release date approaching with mechanics complete;
currently refining graphics, sounds, and game
difficulty.
Game nearing release with difficulty balancing and
polish work underway.
Focus on refining gameplay elements to improve
overall quality.
Significant changes made; the Icarus theme has taken
a backseat.
Update on Icarus project including an early gameplay
video preview.
Progress report on new game using Cocos2d iPhone
framework.
Mythological opening quote about the legendary
character.
Reflection on recognizing the right moment to
abandon projects.
Game prototype development complete; moving to story
research phase.
Progress on the game is pretty good. I'm currently
getting a handle on using multiple views.
It occurred to me the other day that I don't really
have any sort of project plan.
I have to confess that it's taking me longer than I
expected to get this game going.
Progress has been pretty slow. I have written a
basic php page that talks to my database.
After a month or so of conceptual scribbles, I've
finally begun to develop my first game.
Bytesize Adventures is the community portal for my
future game projects.