My first ever console game is out

Hey, it’s been a while. For the past few months I’ve been working on porting Quest of Dungeons to Xbox One, and I’m super happy that it’s finally out. It was released around a week ago, on September 4. This took some time but I’m happy of the way the game is played with a gamepad, after a lot of changes to the UI I really feel like it was worth all the effort I put into it. If you wanna read more about the new stuff on the XO version you can find the article here. ...

September 13, 2015 · 2 min · 299 words · David Amador

Suggestion for where to store save games

Standards are a lovely thing, but hard to achieve, it depends on one thing, everyone actually using it, otherwise it’s just a rule no one cares about. There is one thing that is very common to see in the “game sphere”: Where are [X] save games located? There are a couple of common directories used but I think as game developers we could do a bit better and using a common location. ...

April 9, 2015 · 2 min · 397 words · David Amador

I'm a Xbox One developer now, QoD getting a port

So a lot has happened since my last post. Even before EGX I was already in talks with Microsoft for becoming a Xbox One developer and maybe get Quest of Dungeons to XO. I was extremely happy when they accepted both, so right now I’m working on porting the game to Xbox One. I don’t think this would have been possible without all the gamers that have played and are still playing the game, that’s what brought all the positive vibe surrounding the game, so a big thank you. ...

December 14, 2014 · 2 min · 220 words · David Amador

Indie Dev & Day Job, Making it work / Building Quest of Dungeons

During Gamedev Camp 2014 in Lisbon I got to talk a bit about the development of Quest of Dungeons, and some of the problems that I had making it while still having a day job. Most indie developers don’t have enough money to work on their game full-time so they have to keep a day job in order to support it, so this is a bit of my own personal experience doing it, some of the problems that came with it and mistakes I did during the development and launch of the game. ...

October 3, 2014 · 1 min · 118 words · David Amador

Native game on Android & Porting Quest of Dungeons

Quest of Dungeons was made in C++ and OpenGL, it runs on Windows, Mac and Linux in native code. iOS is not a problem either since I just have a thin layer of Objective-C to access some functionality like touch, accelerometer, etc and the rest of the code just runs. I never made anything for Android, in fact I never even used one before this, so when I decided to port QoD to it, I had no idea of what to expect. ...

August 30, 2014 · 6 min · 1205 words · David Amador

Quest of Dungeons is now available

I’m pleased to announce that Quest of Dungeons is finally out. I didn’t get to make a post on day one, and it’s been nearly two weeks since launch but these past 2 weeks have been one crazy roller coaster. It was released on March 25th, for PC, Mac and iOS. You can get it on Steam, iOS App Store or directly from the site via Humble Store. I released all platforms on the same day, which was something I always wanted to try, and I have to say that it didn’t went as bad as I thought. As some of you know I have a day job so I had to take 2 vacation days to simple answer emails and do quick fixes, especially to the PC/Mac version. With each new software is natural to have problems at launch and Quest of Dungeons was no exception, and right now I’m still working on a daily basis in fixing some stuff and attending to some popular requests/changes from players to the game. ...

April 6, 2014 · 2 min · 309 words · David Amador

Quest of Dungeons approved on Steam

A lot of stuff happened since my last post. I launched a GreenLight campaign for Quest of Dungeons on Jan 16 and it got greenlit on Jan 21, votes were coming in like crazy, I did not see that coming. Some sites posted about the game, like TouchArcade and PocketGamer, which was also very cool. So right now I’m working like crazy to implement everything from steam onto the game (Mac/PC) but I still don’t have an exact launch date, although the iOS version is 90% certain to come out this February. I’m certain that testing only takes me so far and that most of the bugs will only get found after launch but I’m still trying to iron out as much as possible, I’ll try to update this more often, meanwhile here’s a video of the new trailer: ...

February 4, 2014 · 1 min · 155 words · David Amador

Quest of Dungeons development update

I’ve been working on Quest of Dungeons and I’m nearing Gold. I’m attempting to release every version on the same day, which I never managed to do before but would like to do this time. I have both the iOS, Mac and Windows version very stable, the Mac and iOS apps were already accepted by the App Store, for Windows I’m still trying to wrap up the process of getting it on a digital store too. I’m just polishing the game and finishing some bugs, but I’m close, I can feel it =) Right now I’m targeting for a late January release, but I’ll have a more precise date in the next few weeks. ...

December 11, 2013 · 1 min · 121 words · David Amador

OpenGL Camera 2d with zoom and rotation

I’ve been working on OpenGL for some time now and one of the things that some people have asked me is how to do that 2d camera with zoom and rotation in a similar way to a post regarding a XNA 2D Camera I wrote some time ago. Some of them where just subtracting the camera position to all objects drawn, but that’s just ‘ugly’ in my opinion. And the advantage of using a more complicated (at first glance) system as a matrix is that you can easily apply more complicated operations like scaling and rotation. ...

July 11, 2013 · 3 min · 587 words · David Amador

Puwang is running on PC, releasing it for free

Hey guys, Decided to spend the afternoon making Puwang run on Windows, really don’t know why but I did it. Took me around 3 hours, mostly because I had to add Mouse and Keyboard controls. I also added support for an Xbox360 controller to control the game, it’s very cool. You can’t use the gamepad to control menus though, sorry. I decided to release it for Windows for free, because the game isn’t exactly designed for PC’s, has a smaller resolution, runs on window mode only and doesn’t have Leaderboards. ...

April 24, 2013 · 1 min · 164 words · David Amador