Saturday, April 25, 2015
Juicy Juicy Greenlight Stats!
Check out my breakdown of Demon Hearts' green light stats on the Jon Harwood Creations Company Blog: http://www.jonharwoodcreations.com/2015/04/demon-hearts-greenlight-break-down.html
Sunday, April 19, 2015
Don't Break The Chain: Double Follow Up All The Way!
The Don't Break the Chain system that I stole from Jerry Seinfeld seems to be working incredibly well at this point. I have ceased using it to keep track of how long I work on Demon Hearts everyday and have started using it to motivate me to make a singular level every day. I currently have 40 levels in Demon Hearts. I am super satisfied at how many levels I have made using this system. I made a level just about every day(Some days I redid levels I wasn't happy with.).
As you can see I started on March 4th and have been doing it to now April 19. You will notice that some of the dates are Xed out with yellow instead of pink. These are days a specifically designated not to make a level. I designated those days because I was very busy preparing for and going to the Midwest Gaming Classic. Overall I am super happy with this system. Thanks Jerry.
Wednesday, April 15, 2015
Mid West Gaming Classic! Awesome Time! Awesome Exposure!
This weekend I had the fortune of showing off Demon Hearts at the Midwest Gaming Classic. It was an excellent time I got to hangout and network with a lot of different Game Developers, Journalists, Cos players and Game Enthusiasts. I also believe my attendance of the event to be one of the core reasons that Demon Hearts got greenlit. I cannot thank the Wisconsin Chapter of the IGDA enough for the chance to attend.
Demon Hearts is Greenlit!
I am proud to announce that Demon Hearts has officially been Greenlit by the community!
It was greenlit after being on Green Light for 14 days. It was at 72% when it happened. I will release more greenlight data soon. Thank you everyone for all your support! I love you all. <3
It was greenlit after being on Green Light for 14 days. It was at 72% when it happened. I will release more greenlight data soon. Thank you everyone for all your support! I love you all. <3
Saturday, April 4, 2015
Monday, March 30, 2015
Support Demon Hearts on Steam Greenlight!
I am super excited to announce that Demon Hearts is Officially on Steam green light. Thanks so much to all of you for your support.
Help Demon Hearts get on Steam!: Demon Hearts
Thursday, March 19, 2015
Demon Hearts: a new New Project has Begun
I've started a new project! Demon Hearts is an Action Platformer game with fast demon slicing action and a dark but colorful art style. If you are a fan of my other game Micro Dude you will not be disappointed. Will make more posts in future but for now enjoy these Screen Shots!
Wednesday, March 4, 2015
Dont Break the Chain: A Follow Up
A few posts ago I discussed a performance tracking system called Don't Break the Chain. This is a follow up of its progress and results. You can find the original post here. Don't Break the Chain involves getting or making a physical calender and then every day that you make progress towards your goal you put a big X through that day. The idea is that it will make a large and difficult goal seem more like a number of small and easy tasks.
The goal that I was trying to reach using this system was to work on my projects every day. What I found was that while it did a good job at motivating me to work on my projects every day, The problem that I was having was the length at which I worked on my projects every day, not the frequency. When I realized this I thought that I would just have my daily goal be to work a certain amount of hours every day. The problem with this was if I chose the amount of hours in the daily goal to be 3 hours, I would only work 3 hours every day even when I could work longer. When I found this out I realized that maybe this system only really works with things that only last a few minutes.
Now I have found a goal that I think will work really well with this system. One of the things that I find most tedious about making video games is designing levels. And so for the project that I am currently working on, I am going to design a level every day and keep track of it on my new Store Bought Calender. Wish Me Luck.
Thanks For The System Jerry. <3
The goal that I was trying to reach using this system was to work on my projects every day. What I found was that while it did a good job at motivating me to work on my projects every day, The problem that I was having was the length at which I worked on my projects every day, not the frequency. When I realized this I thought that I would just have my daily goal be to work a certain amount of hours every day. The problem with this was if I chose the amount of hours in the daily goal to be 3 hours, I would only work 3 hours every day even when I could work longer. When I found this out I realized that maybe this system only really works with things that only last a few minutes.
Now I have found a goal that I think will work really well with this system. One of the things that I find most tedious about making video games is designing levels. And so for the project that I am currently working on, I am going to design a level every day and keep track of it on my new Store Bought Calender. Wish Me Luck.
Thanks For The System Jerry. <3
Wednesday, February 4, 2015
Tuesday, February 3, 2015
Raid+ Paper Prototyping: Paper Strikes Back!
Now that the new school semester has started back it is time to dive deep back into blogging about Raid + stuff. Without giving too much away about the game we are pretty much starting over from square one as far as design goes this semester. Luckily for me the majority of the Tech gets to stay in place but this time through the design process the leads are really pushing to find the fun before we get back into developing. I find this to be a terrific idea. I was incredibly worried that the slow and tedious nature of the old version of the game would go unrecognized. I was so relieved when I found out that we were overhauling it but now as Tech guy I don't really have a whole lot of tech tasks to work on since development ceased. Meaning that I have been spending a lot of my time in paper prototyping sessions. After playing the game a number of times I voiced my opinion on what I thought about the new game. I thought it was more fun and faster than the old version but I thought that a number of the systems in place were over complicated. I also thought that the systems provided very little depth in contrast with large complexity which is never a good thing. In a similar fashion to all my other criticisms I've made in the past, they were largely ignored and I was branded not the target demographic for the game. I suppose there is some validity to that since many of the other Raid Members were having fun. Maybe I am just weird. But still I wonder if the fun in the sessions was more coming from the teams personalities rather than the game itself....Or maybe I am just Weird. Time Will Tell.
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