Games Line-up #2

Insider 29 Jul , 2010 2

As Born of Fire TD pretty much hit the maintenance end of the line and only one license (see the previous post) remains to be customized, it’s time to move on and explore other creative horizons πŸ˜‰

A puzzle game has been completed – it’s actually ready since April – and it’s that kind of game that will twist your brain so hard that will make it melt down πŸ™‚ So I won’t be surprised if lots will hate it. Spil licensed it, which means that it too waits for localizations in 13 languages, which further means that the public release date is unknown. Probably in September.

Meanwhile, a bullet-hell/arena-shooter title is in the making, the result of my collaboration with a talented artist, which, incidentally, is my cousin. Not that cousin, though. Anyway, expect cartoon-ish graphics, flying pigs, a little less conversation, a little more action. Audio/video assets are done 90%, code&design are trying to catch-up, expect a beta in September.

Also, two other titles are in pre-production and are trying to make themselves a place in the busy schedule. One is a “match-3” type puzzle, but with a lemon twist, the other is a strategy with ZX Spectrum retro feel, which will, somewhat resemble Orbital Decay. Both are small projects and will probably take 2-6 weeks to complete. Unless a catastrophic event is scheduled, they might be out during the Autumn months.

I have abandoned momentarily any project that might take more than 6-8 weeks to complete, so Orbital Decay 2 is postponed indefinitely. There is a concept for the graphics and game-play, but I don’t have anything clever to say as the story, and since the story was the backbone of the first game, it would be a pity to waste effort for a game that doesn’t “speak”. I’d pretty much like to do it sometimes, but I’m aware that it exceeds my resources right now.

As for the Born of Fire TD 2, there’s not going to be any. Maybe a Born of Fire RPG, I’d pretty much like to expand on that universe, but that’s so far in the future that I’ll probably release Pure Power before it πŸ™‚

Written by
Stefan Dicu
Owner of Piron Games and game developer.
COMMENTS #2
  • Quimper

    Orbital Decay is actually one of the two games i play at Kong that i find superior to anything else (The other being PlanetDefender). This comes from a strategy gamer who has played a TON of flashgames. I come from 25yrs of gaming experience in gaming with computergame favorites such as Master of Orion 2 and UFO enemy unknown.

    You running a one man show is a great inspiration for me. I have about 3-4 ideas for advanced flash games which my driving goal is to learn how to code. Since im betting noone is willing to take the brunt of coding and letting me do the funny stuff (plot, ideas, game system) i more or less have to. At the moment my skills are greatly inferior to the task ahead so don’t expect it to happen in the next year.

    If you ever need someone to bounce ideas for a sequel to orbital decay, or other endeavours in the flash coding department. Feel free to drop me a letter.

    With Regards
    Quimper

    Reply
    • Karg

      hehe, thanks man πŸ™‚ out of all the games i’ve made, orbital decay seems to apply best all the design lessons i’ve learned during the years and even if i finished it lots of times now and know it inside out, i still find it fun to start it every now and then and shoot some things down πŸ™‚ pity the space battles setup is not very mainstream though πŸ™‚

      truth is that design takes more than just the ideas. alright, that is the fun part, but the job as a designer (at least when you’re a one-man team) implies a lot of grunt work which no one seems outline. i’m referring to level design and balancing, with a lot of repetitive work – modify something, test, repeat – do this tens of times and you have the picture πŸ™‚ besides, there are also lots of other small things, like ui design&flow, which takes a lot of practice to get it right.

      in the indie game dev scene, you have to back-up the designer skills with either art or coding or other combination of skills that can produce more “visible” results. but i guess a well-done design document, previous track-record or even small funding can gather a team…

      Reply

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