2D "pick 'n' mix" game - to be released by mid June

Ok it’s time to get a grip and put my cheap project out for your consideration during development and before release (hopefully 2 months from now). I’m not full time in this but will try my best. I also hope my experience -if successful- can help fellow indies to make a decent, pretty complete 2D game at low cost.

So, let’s start. The plan for this thread is 8 weekly updates until release. Feedback will be much appreciated.

  1. What I’m doing: a 20 levels game (to be sold provisionally at $0.99 + in-app purchases of consumable goods)

  2. The tools I’m using:

  • Mac Mini and iPod Touch 4gen for iOS, Win 7 laptop 2009 (4GB) and Samsung Galaxy s3 mini for Android
  • Unity 4.x free + iOS/Android basic (updated from the 3.5 freebies last year with discount)
  • the “11 Android games examples” from the asset store (19 euros)
  • the 5 free M2H C# games from the asset store
  • the 2D game tutorial with free assets from Rocket 5 Studios (http://www.rocket5studios.com/tutorials/make-a-2d-game-in-unity3d-using-only-free-tools-part-1/)
  • the 2D side scrolling C# tutorial from Catlike Coding (Runner, a Unity C# Tutorial)
  • the “easy menu system” scripts from the asset store (1.90 euros)
  • the free “simple particle pack” from the asset store
  • the free sfxr application for generating sounds
  • free to use art/music from opengameart.org, lost garden and similar.
  • free packages from GameDev Garage: commonly.cc
  • free to use GIMP for graphics
  • free 2D Orthello framework from the asset store
  • free Unity “serializer” package (save/load/resume game) from the asset store
  • free Soomla plugin for in-app purchases iOS/Google stores
  • tentative iOS gamecenter integration from Unity native classes (http://forum.unity3d.com/threads/104747-Unity3d-GameCenter-Leaderboard-Tutorial)
  • tentative self produced UI from Unity native classes
  1. Where I do stand now: game document finalised, code integration / homogenization started, some art is ok, my basic GUI - HUD works well

  2. What I need the most: better art sprites (the hero, some enemies, a couple of bosses)… outsourcing or doing myself?

Plan for week 1: carrying on with code integration / homogenization and hopefully show a video with progress next time here.

Well, I think it’s enough. Wish me luck, folks! :slight_smile:

Good luck :smile: remember, take a week off before launching to market. Maybe 2.

Thanks hippo, will take care! :smile:

Just hit a jackpot for my art needs with:

Many thanks to James Arndt for pointing this out on the Gossip Forum!

woe thats an awesome collection of stuff! Thanks for pointing it out.

Good luck with your game :slight_smile:

you are more organized than most of the indie game developers out there! Good luck!

Many thanks meta87 and SuperSlonik! :slight_smile:

Got a public e-mail from Unity today with the new 24-Hours Asset Store rebates announce. “11 Android Games examples” is now half price at $10 (http://u3d.as/content/lemo-dev/android-game-examples/35W). Real bargain for newbies and bootstrapped devs!

edit: assets added to the list in the first post

Nice, any progress?

Love it ;D
@Max here you go http://u3d.as/content/lemo-dev/android-game-examples/35W

WEEK 1 gone. I’m still into code integration.

The bare skeleton (menu in-app purchases; 20 single levels with HUD save/load/resume; transition between levels; final scene gamecenter) is not working yet. Hope to fix this in WEEK 2 and then begin with art.

WEEK 3 gone: not dead… put out a different product for a different startup (linked from my twitter).

Now back to this dog, deadline remains the same.