seven day project – day 7

What a week it’s been. Some purists may try to tell you I missed my deadline to complete the project within 7 Days, but I hold firm that while I remain awake, it remains Sunday.
So given that I haven’t slept in 36 hours, I’m going to keep this brief.

The game, proof of concept, prototype or whatever you are determined to call it, is now ready for consumption.

You can download if for windows by clicking right here, or download it for mac by clicking over here instead.

Anyway, I’m starting to shake uncontrollably, so I’ll wrap this up with just a couple of points.

I’m pleased with my progress over the week, although there were a lot of issues I encountered that gave me trouble and a few things I would definitely try to approach differently.
The game that you will play differs in a lot of ways from the originally pitch – on day 5 it became fairly obvious that the requirements I had outlined weren’t entirely feasible given the timeframe (and some unexpected complications), so something had to change.
The game is simpler and more puzzle based than initially pitched, but I think it works quiet well and seems like a concept that with some more time and energy, could have legs. If one thing disappoints me it is that I didn’t evaluate my position and make this change in direction earlier. I could have given myself more time for content creation, and maybe an opportunity to explore a little more of the territory opened up by the new direction.

That’s all for now, but I’d love to hear thoughts from anyone who decides to click the link, and tomorrow I should have a post mortem together where I’ll detail what went right and what went wrong, and give some insight as to where I would like to take the concept, if I ever were to decide to expand on it.


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Playing on Playstation 3

Red Dead Revolver - I paid about $1000 for my launch model PS3, so I guess it's time I get some use out of that emotion chip crammed inside. I remember Red Dead Revolver looking rather good when it was released, and despite the low resolution and odd blurring (that I attribute to playing on a HD set) the game holds up well. It looks good despite these graphical limitations because the art direction is so precise and awesome. And it isn't just the art direction, the music, dialogue and set design (for some reason, set seems a more fitting word than level) all work in tandem to recreate an iconic Wild West atmosphere. Red Dead Revolver doesn’t aim to recreate life in the Wild West, it allows our imagination to take over and populates the locale with legendary men and their legendary stories.

Playing on iPhone

edge - Well I never thought I'd consider playing a game on iPhone as actually gaming, but edge has turned me around. The game is built for the iPhone. Sure, it could be ported, but the elegance of what has been created is astounding, it boggles the mind and makes me wonder what amazing gems we'd receive if current gen consoles weren't clones of eachother.

Playing on PC

Sins of a Solar Empire, Demigod, Generals - Zero Hour - It may be a temporary effect as I slowly reintroduce the PC into my gaming diet, but it seems every title I’m excited to play on the platform is either a strategy game, or a cheap indie game. PC gaming isn’t dead, it’s just restricted to titles that require complex input or a pointing device, and games that couldn't be developed or distributed on other platforms. I guess that’s part of the reason the AppStore is so far a success, there were a lot of indie devs stuck on PC for lack of a better alternative.


June 2011
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