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Build progress of our new game George: Scared Of The Dark (Part 2).
Check out the homepage and Press Kit!
BUILD LOG (Part 2)
18 // MAR // 2016
Another sneak peek trailer released check it out below
Level 1 now refined with tutorial
Added new “jumping slime” enemies into the game
End game cut scene completed! It’s quite moving!
home page Added game to
SlideDB Aim is now to focus on fine tuning levels 1, 2 and 3 next week and submitting the game to
10 // MAR // 2016
Good progress overall but a bit of scope creep I decided to delay the release to end of June to give more time to refine the game and raise awareness
Started working on the end game cut scene – it’s looking good! All will be revealed!
Big improvements to story and game description
Updated Press Kit
Oh and my article about starting my own game studio was well-received on Gamasutra, Twitter and Reddit! You can
check it out here. 08 // MAR // 2016
Level 1 refined with a tutorial!
Level 8 completed. That leaves 2 more levels plus bonus level.
Lot’s of general art improvements
Added sunset effects for all levels
Cut scene improvements
New play through video published to YouTube for level 8
Massive amount of screenshots below!
07 // MAR // 2016
The game is around 50% complete with most of the heavy coding done
Hopefully the next few weeks it should be easier to leverage the code already in place
4 more levels remain to be built (out of total of 11)
Next few weeks will focus on developing power-ups for the game!
A lot of time this week was spent trying to pin down a memory leak in Sprite Kit *grumble* *$%£^”&* *sigh*
Levels 1 to 7 are now completed
Game Center integration with leaderboard added
Added different death effects!
Also, had a few issues with procedural generation! 🙂
05 // MAR // 2016
Work continues at a good pace!
I’m starting to feel the burn but fighting through it, this is for sure the most complex game I’ve attempted to date
Scoring system is now complete
Improvements to physics
Level 6 complete
Starting to work on level 7
A video of level 6 game play is on YouTube!
Plus here is a selection of the latest screenshots!
I would also appreciate any feedback
03 // MAR // 2016
Massive progress in the last few days spurred on by some positive feedback!
In-game economy finalised and implemented
Daily rewards added
Difficulty balancing improved on 3 jumping levels
Cut scenes finalised
Game over scene finalised
Power-ups selection scene finalised
App icon finalised
General tweaks and improvements
Next on the to do list is implementing power-up abilities!
We got a few press mentions, firstly with the
Indie Game Club being featured on Live Cards and then Ghost Dash on Independent Game Community (IGC) News. Again, I am keen to get the game featured on blogs, vlogs and review sites and raise pre-launch awareness, so if you can help with this, then
please get in touch!
28 // FEB // 2016
It’s been a busy few days and lots of general progress on the game!
We now have the
game homepage up and running
The Press Kit has been prepared to make it easy to write about the game Development has mainly been on power-ups/boosts for George to use
HUD refinements made
In-game rewards setup
In-game menus are now complete
Screenshots of Ghost Dash have generally been well received on Twitter this Saturday’s!
I am keen to get the game featured on blogs, vlogs and review sites and raise pre-launch awareness, so if you can help with this, then
please get in touch! #screenshotsaturday
And a few older tweets
23 // FEB // 2016
Check out the level 4 game play video!
VIDEO 22 // FEB // 2016
Level 4 completed
Art assets and look and feel further improved
A few screenshots below
Submitted the game to
RunJumpDev! and Game Happens!
18 // Feb // 2016
Added music for all 10 levels
Made cut scene improvements
Added weather effects
Published a sneak peek trailer on YouTube!
VIDEO 16 // Feb //2016
And… we are back on track with development of Ghost Dash
It’s still looking like a (late) Spring iOS release
21 // Dec // 2015
This is the last update this year!
It’s looking like a Spring 2016 release date for Ghost Dash: Scared Of The Dark
The game will be an iOS exclusive
Lots of general improvements and addition of a ton of art assets
Level 3 is now complete – here is a sneak preview!
18 // Dec // 2015
The TODO list is pretty huge now!
It’s looking like a March release date for iOS
Defined in-game rewards system
Improvements to level generation algorithms
Code refactoring to break game up into separate scenes including cut scenes
Level 3 coding – 90%
Working on further enhancing art assets for the game:
Added 6 terrains
Added 2 backgrounds
Added 2 foregrounds
Added 3 weather systems
Added 9 level decoration sets (e.g. trees, bushes, mushrooms)
Added 6 under level decorations (e.g. roots, plants)
12 // Dec // 2015
Spent a lot of time on UI/UX flow
General polishing and improvements to the look and feel of the game
7 // Dec // 2015
Refining level generation and movement, looks pretty smooth now!
4 // Dec // 2015
Been working on generating good looking levels
Art assets prepared
Added 2 different mountain ranges
Added 2 different foregrounds
Added floating clouds
Added custom font labels
2 // Dec // 2015
Game design completed
In game economy defined
In-app purchases setup
10 level challenges designed
Bonus level designed
Scoring system defined
Game art assets prepared
Basic Xcode project template setup
Oh and a very basic George is on the screen jumping about!
16 // NOV // 2016
It all started with a jam! Ghost Dash: Scared Of The Dark evolved from an
entry to Procedural Generation Jam 2015.
Originally called “Mountains That We Climb”, the mini project took one day to create and experimented with generating 2D scenes with simple mountains, clouds and changing weather systems. The jam entry got good feedback on its strong visual aesthetics.
Indie games have come a long way. And 2016 might be the year when they go epic!
It used to be the case that indie games were very small scale. Often made by very small teams or one man studios, indie games used to be cheaply priced titles for a niche market. You could usually tell if a game was “indie” just by looking at the game’s trailer. There were exceptions but they were usually few and far between.
Not anymore! We are only a few months into 2016 and we have already seen indie games go for broke! 2016 could be the year when indie games go mass and become almost indistinguishable from big studio games.
Here are a few major indie releases that have really been catapulted into the limelight! And the best thing about them? They are breakthrough titles from relatively unknown small studios.
A highly stylised minimalist first-person shooter with a unique “time moves only when you do” mechanic.
VIDEO No Man’s Sky
A game of epic proportions. No Man’s Sky is a game about exploration and survival in an infinite procedurally generated galaxy.
VIDEO It’s certainly going to be an exciting year for indie games!