QoD iOS and Android update 1.1.1 released

A new patch for iOS and Android went live, v1.1.1 There are some differences in what’s new for each one of the platforms, the biggest change being support for iPhone 6 and 6 Plus on iOS and x86 architecture support on Android. The reason why there are more tweaks on the iOS is because the Android version was updated more recently. After this update they are on par on features and fixes. ...

December 8, 2014 · 1 min · 209 words · David Amador

QoD XO devlog 1

I’ve been doing a lot of menus and gamepad specifics related work lately. My first step has been to make sure all menus are easy to use with a Xbox One controller, and while most of the menus in the main screen are usable, inside the game they are not. Everything was made with mouse in mind at first so I decided to remake all of them again in a different way. The idea is that you press a button, popup a full blown menu and can use the shoulder buttons to switch tabs, DPAD to navigate items and ABXY for actions. ...

November 16, 2014 · 1 min · 150 words · David Amador

Quest of Dungeons is coming to Xbox One

I’m very happy to announce that Quest of Dungeons is coming to Xbox One. The game was released for the first time on Steam in March 25th and the response has been super positive so I’m excited to bring QoD to new players in a “home console”. I’ll be handling the port myself, because that’s what a one man team means 🙂 I will keep you in the loop to what’s happening in the backstage so keep tuned… ...

October 22, 2014 · 1 min · 78 words · David Amador

EGX 2014

I had the chance of going to EGX in London this year with Quest of Dungeons. The whole show lasted 4 days and it was AMAZING, met tons of players, and a lot of developers. Everyone was super friendly, so I had a lot of fun. This was the first time I did something like this, so it was a very good way to get feedback and talk in person with players and even some fans of the game. ...

October 3, 2014 · 1 min · 127 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

Upfall Studios Blog launch

(update: 2022- Originally this was under upfallstudios.com/blog, but I moved the whole blog here, while it’s weird to have a “Blog Launch” post here, in middle of personal blog, I kept it) I would like to welcome everyone to the new blog. So what is Upfall Studios? It’s an independent game development studio founded by myself in order to develop and distribute games that I make. The only game so far is called Quest of Dungeons, which is out on Steam, iOS and Android. ...

July 21, 2014 · 1 min · 113 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