The Paladin Studios team is about to begin one of their biggest challenges yet. We are going to make an iPhone game from start to finish, in just two weeks!
Even though our team consists of experienced professionals, the iPhone platform is completely new to us. We worked with Unity before on EnerCities, but that’s for PC and Mac… as many of you know, the iPhone has rules of its own!
In the upcoming two weeks, we will do our best to share as much of the creative process as possible. We’ll be talking about our gameplay ideas. We’ll show concept art and in-game screenshots as we’re making them. We’re inviting you to share your thoughts on everything we do. We hope you’ll help us test a rough version as soon as we release it. And on Friday April 2nd, we’ll be submitting the game to the App Store, no matter what.
Think we’re crazy? Be sure to follow our adventures on our Dev Blog, on Twitter, on our Facebook page and on several forums on the Net. Hopefully you’ll be as excited about this as we are.
We made quite a bit of progress on our game in the past few days. We’re working on the core mechanics and the theme, and are about to reveal more about the main character.
Meanwhile, our programmers Lukas and Tijmen are having fun with motion control and running a first prototype on their devices.
Please feel free to have a look at a few more pictures on our dev blog!
Hey thanks for your interest, guys! Great to know that you’re following our progress.
Yesterday we revealed the main character in our game: Jimmy Pataya!
Jimmy’s a cool guy. He practices all extreme sports, preferably mixed together. Started basejumping at age six. Started basejumping on a motorcycle off a cliff at age eleven. Broke more bones in his body than most people know they have. Jimmy doesn’t care about a few bruses. Adrenaline is his life.
The team is about to publish the first solid version, very exciting!
If you’re interested in testing (and if you have an iPhone / iPod Touch), please feel free to send me your device ID. You can reach me at dylan@paladinstudios.com .
That’s cool! I’ve been down that path of making a game in two weeks before; it’s tough, but doable - I can’t wait to see how your work turns out, as you guys are way more pro. I like the cues you’re using already to give the sensation of falling. I just used trail renderers, particle emitters, and a dynamic windspeed audio volume, but I can see that your environment pieces really do a great job just by themselves.
Did you get your inspiration from Dejobaan’s Aaaaaa… game?
Hi there, thanks for your comments. Your game looks really cool!
We added a bunch more falling / speed cues in our game yesterday, it’s starting to come together now. Here’s a mockup from two days back, in-game looks similar but sharper.
Funny thing is that we hadn’t seen AAAaaaAAA yet when we came up with this idea. We do have a few references, but those are mostly old school games from the 80’s and 90’s.
Our deadline is tomorrow. Yesterday I was quite nervous, but after seeing today’s update, I think we should be good!
If you want to help us test, feel free to send a mail with your device id to me at dylan@paladinstudios.com . Thanks!