Some thoughts about a 4 year game dev cycle

As I’m starting to write this post I’m on my way to my home town for the holidays, so I may not post it in a couple days. It’s been a crazy year(s)(?) and I’m taking these near 4h of travel to write down some things. I’m sorry if it’s incoherent, this is mostly a dump of thoughts. For those who follow my work a bit more closely you probably know that for almost 4 years the project I dedicated more time was Quest of Dungeons, which started development in 2013....

December 29, 2016 · 9 min · 1904 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....

April 6, 2014 · 2 min · 309 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....

December 11, 2013 · 1 min · 121 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

Rage

So being a big fan of Quake, Quake 3 Arena and Doom I was eager to get my hands on id Software latest game, Rage. Like most developers out there I’ve been impressed by John Carmack’s work and breakthroughs in gaming and computer graphics for years. When I first heard Rage was targeting 60FPS I got intrigued. Almost every game targets 30FPS and targeting twice as that leaves less time to render each frame, even more since they were promising vast wastelands, detailed characters, top notch animations and AI....

December 7, 2011 · 2 min · 316 words · David Amador

Super Meat Boy, meat dissection

I don’t usually write reviews about games, maybe mostly because I don’t play as often as I used to. Most games today are just graphics graphics, I use super shader ray-traced lights but I forgot gameplay because I’m a tech demo. I grew up with a Super Nintendo playing Super Mario World and Zelda A Link to the Past, yeah shocker, no Spectrum to me :P, so I’m 2D gameplay type lover....

October 23, 2010 · 3 min · 638 words · David Amador

Games and systems from childhood

I think the first game I ever played was Tetris on a 286 if my memory isn’t failing me. My father worked at restaurant nearby a small apartment rental office, one of the dudes that worked there occasionally would let me play. I remember one day he had this new game, Prince of Persia, my chin just fell, awesome, I thought games couldn’t get any better. I remember always asking him to “type the code to play” as I called it, since it was DOS based....

August 8, 2010 · 3 min · 614 words · David Amador

Make a Game Week

I work on a game creation company and this week the administration decided to give us a challenge, to make a game. Using whatever tools we want to whatever platform we like. After we got divided between 4 teams the challenge was to make every minute count. My team got composed by me (programmer), a designer and a person from man resources. Of course I was going to handle every bit of code, the designer the art and the third person the level design and documentation....

March 13, 2009 · 1 min · 139 words · David Amador