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Monday, April 15, 2013

A extra fluffy project



After writing down many ideas and after programed my first simple 2D game engine I met a company from Singapur and decided to choose one idea compatible for children as target. Its maybe have synergy effects working or releasing in cooperation with this company I thought, and I maybe not have to take care about everything, for example the publishing part. But this sweet game I called EXTRA FLUFFY getting bigger and bigger and shows potential to make it interesting for advanced gamers too, and after the other company gets lost in space I decided to complete this project myself. Anyway the time comes I want to do everything my own, so why not already start like that. It runs on iPad and support iPad4 with retina display.

The first level - screenshot

The basic idea

This game was planed like a old slot machine, filled with a lot of sweet and fluffy pets. They floating around and you have to push them into a slot shown as sparkling sun. The main feature is not just the sweet creatures and the design, its more about the various game elements gets used building up the levels. For example some creatures have spikes and destroy others by colliding them, some are very heavy, some are light like a feather and moves very quick if pushed, there are week units disappears if clicked to close etc. And there´s a lot of different environmental game elements, and different kind of gameplay modes including VS battle in split screen and so on.





Development progress

It runs stable, have no known bugs, the engine is complete and 45 of 72 levels are finished and playable. Demos are available via Testflight App. So please just write me and become a game tester if you like to play something absolutely new. Just mail at prometheus@freakwave.de. The other Levels can be added in between 5-45 minutes each, depending on how much new game elements have to be designed for them. The biggest parts in development staying out are only a bigger testing phase, and the verification and release process with apple. Only about this last point I have no experience and don’t know how quick and plain it works. About the new levels I already have many ideas, so I going to add more 2 player maps, more ambitious levels where you can spend some more time to find out how to solve it and finally I want to persiflage some old retro game elements. Oh and by the way, at some sound variations i have to work too ^^


Simple instructions

Thers no complex instruction you have to read, you just start and sometimes like at the beginning you get a small tip shown direct inside the level. For example how to push a creature. The rest you find out 90% just during playing it and 10% shown in form of some small tips written in English. Just take a look, I add a video right here, from the startup, choosing the level too the first rounds. 

Youtube demo video


Thoughts about the right price

First I thought about releasing it for free, as a lite version, than later bring the full version to the market. But I want to show more and more of the potential already in the first version, and this getting so complex it makes no big sense to follow my first plan. Now I already add most cool stuff and another 36 levels after the first 36 tutorial levels. My plan is to offer it for free for the first maybe around 1000 pieces as special advertisement offer and then setup the price to a fair value. So if you want to remember one thing, you should try to get this game as soon after its in the appstore as possible, and you get it for nothing.

Anyway you can already play it for free if you register via mail at Prometheus@freakwave.de as test player. Or you stay informed by subscribe this Blog. http://freakwave-games.blogspot.de

Do you like the video? I rubberneck for some feedback :-)

Cheers,
Rayjunx



Sunday, April 14, 2013

Hello World - How to become a game developer


Hello World

My name is Markus Geiger alias Rayjunx, I´m 32 years old, living in Germany, married and father of a one year old son. I´m working as a machine building engineer but also as game developer of card, tabletop, roleplaying and video games under my brand called FREAKWAVE. In this blog I going to write about game developing, thoughts and crazy stuff, and hopefully my english will not scare the viewers :-D 

First of all, I try to explain why I become a game developer.

The passion of creativity

When i was a children - Two sided A3 labyrinth.

I believe everybody have talents if hidden or already discovered. After I played monopoly i take snippets of paper and write my own clone of it. During the first computer science class where we should learn the principles of DOS what I already know, I start programming my first line drafting program and plan my conversion of SPACE HULK ^^

PARANOID programmed in qbasic as I was about 12 years old, with enemy AI and field of vision implementation. Below are two images of STORM a qbasic starship building and battle simulation.

But I guess most developers know that feeling. You love to do something creative but you cannot match to bear up with any game you can buy outside, your games just hand draften, and all your friends maybe just be so kind and try it some times but not to often with you, but most of all they just like to play finish high end games instead of making something them self. So basically all born game developers still making games are the one who survived this phase *lol*

So i start making everything my self, using 3D Studio ( DOS, 386PC ) rendering my first game graphics. I even write games based on EXCEL ^^

If you love making games, even if nobody play it, you keep doing it. And by just follow your dreams you try crazy stuff without taking care about costumers, market etc. So I write table top games with spaceships battles so complex you need 1 hour to play one turn. Absolute unplayable, but the best way to make some border experiences. 

Later on after basic and DIV I start writing on Visual C++ using some engine called HGE and start with a space shooter instead of a hello world:

PC 360degree shooter prototyp. Video also available in YOUTUBE keywords "freakwave retro game"

But I still was only dreaming about core gamer nerd stuff so I programmed a really awesome game but a bit to less for the mainstream. Anyway I spend more then one year afternoon working with it and finally I find 3 publishers for it, one german, one of a big TV company starting game business too and even impressed Brian Christian ( he was the head of Interplay´s 14 Degrees East division, and division director of Fall Out Tactics) on the GCDC in Leipzig with the running demo version. But after a couple of fusions on publishes sides and rebounded developer teams I lay this project on ice. Anyway I get some jobs in board game business and released my first interactive audio book "Mila und der Zauberstein" and interactive board game called TARASCON for YVIO.


The startup of FREAWAVE development

After that it was time for a break again, I married my wife and soon later get my wonderful son Ryu gets born. https://socialcam.com/s/7aPiIGOz
But even if the time was reduced my ideas accumulate more and more and so I start making games again. This time I take care about the casual market and realized that awesome games with core gamer potential not have to be complex or incompatible for the casual market. 



"Endzeit" board game prototype - gets very popular in TV & media after game fair Essen 2012

The commercial business now runs since about one year and a card game called "MEMOVADERS", and more games i cannot say more in detail at the moment are going to released in future ( it can takes 1-3 years depending on the publisher / manufacturer how long this process takes ). And i have more then one project running with one of the biggest toy company´s worldwide. As soon as something gets released in public I blog more about that.

But the main theme for this blog are going to be IOS games, for iPad first later for iPhone too. Theres about 10 game projects in pipeline and I chose the most interesting to start first. Two of them are already running, one is 80% completed, one is just started. All of this games can be finished in some months and programmed alone with some artists as freelancer. 

Even if I cannot say to much about details before i setup the start Buzz and finally release it on app store, theres still a lot to write about, thoughts about the projects, programming, design, gameplay etc.

So be invited to follow this blog, give me feedback, going to be a test gamer and exclusive play test versions, and simply just be good entertained with this blog.



LET THE GAMES BEGIN!

Cheers
Rayjunx

This blog is available in three languages!

Thai: Following soon

All posts would be translated in all languages, but please forgive some time delay can happen because the translation effort.