This is something I’ve been doing in my spare time, mostly chasing down artists and sound guys, but it’s nearly done and I thought I would share it. It’s just my personal project, I plan to release for the OSX store very soon and then the obligatory iPhone/iPad release. It’s a very hard game, made for puzzle aficionados more than the general public.
Maybe I’m just very critical of my work, but the best part is the music, which was done by Sean Beeson. For those that don’t know, it would be a discredit to describe him as being talented, his skills are the result of a serious dedication to his trade.
My Warehouse game was just submitted to the OSX App Store. Code signing was a bit of a pain. I changed the menus at the top a bit to include a proper OSX-stye help screen and tweaked the about screen a bit.
I noticed my icon looked terrible on the Unity compiled version of the .app and had to change it.
I’ve put a few screenshots here and I know it’s not the typical MMOFPSRPG-in-progress concept art and screenshots running locally, but maybe some folks are interested in puzzle games.
Apple approved it, it will be available March 1st.
The polishing for OSX had me worried. I know some people deservedly had their apps rejected because they were too close the iOS versions, so spent a bit of time and got the OSX help system in place this project. I’d recommend more OSX ports do the same, not just to lower the risk of rejection, but also to look less lazy on the port.
Feel free to hit me up if you have any questions about the help system and I can show you plist.info and the files I used.
Release 1.1 will be uploaded soon, it makes the game a bit easier and has Japanese localization. I’d hoped to find some people to help with no other languages, but that didn’t yield any results.
Lastly, for OSX gamers who likes puzzles, I have a few promo codes available.
Promo Codes for those that like puzzlers. There is a bug in the score saving. >< The next release is done and fixes that (should be on the app store soon), but you shouldn’t complain if you got it for free.
For the three or so people who’ve actually taken an interest, I overhauled the art style. Rather than deal with artists, I’ve been reading on texturing and such. It might not be good texturing, but it’s better than unfulfilled promises.
Alright, I know you’re struggling with the art for a long time…and it always bothered from the beginning and your lack of feedback kinda proves my point (internally in my head)…
So I would suggest 2 things that you can surely do on your own.
Get rid of the white floor and the pattern on the background. And redo the gui and font and this game will look 200x better already with these minor changes.
Maybe harsh, but that always had to go off my chest
What do you mean by “redo the GUI”, do you have any suggestions? The pattern on the back is just because there will be a lot of dead space otherwise. The font is terrible, I did some stuff up which was fancier, but dealing with the Unity GUI system and multiple resolutions and aspect ratios became a nightmare.
The horrible thing is I know what is ugly, but it’s hard to make what isn’t ugly. I would like to contract out the art, but my PayPal history is full of sent deposits and my inbox is completely empty of even preliminary art. =/
Ah, that is great, thanks. The lines are important for judging distances, but alternating colors looks great. Two sizes for steps and records looks great, too. I now have items for update 1.3, thanks!
@Acumen: I don’t want to look too much of a fan (you know, I’m 35, I need to show some composure), but the restyling you made is absolutely awesome
@JRavey: looks very interesting, especially the “it’s a very hard game” part. Will you also post some kind of online demo (for those of us who don’t have an iPhone/iPad)?