About Moltenbear

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So far Moltenbear has created 7 blog entries.

Moving Home

It’s been 6 weeks since my last blog post, and although I have got some work on 7squared done during this period, for most of it I have been pre-occupied with the task of moving home. It’s been a long time since I moved house – and despite doing so many times in the past I found myself unprepared for the amount of work involved. We’re mostly settled now and I should be able to get back to work this weekend.

As for 7squared: I now have a most of the menu system in place, themes are working correctly and it’s easy to add new ones, animations are looking much better and several bugs have been sorted. There’s still a ways to go, but most of that will be implementing the API for admob as well as any iOS specific features that would benefit the release on the Apple store.

Updates should be more frequent as I get closer to release!

By |2017-02-02T17:25:13+00:00February 2nd, 2017|Uncategorized|0 Comments

7squared Redux

After returning to work on 7squared this past week, I realised that there was a lot I didn’t like about it. The theme and gameplay are fine (just look at the success of similar games such as 1010! and Hex FRVR) – however the visuals and polish were lacking.

I looked at what needed to change and – since there were a number of under-the-hood optimisations I wanted to make as well – decided to just rebuild the game from scratch; this time with higher quality sprites and text, faster-running code and an emphasis on supporting multiple device resolutions from the off.

I’m pretty happy with what I have so far after a weekend of work:

(click on the image to view the gif)

7squared

By the end of the week I should be back to where I was with the original version, after which I’m hoping it’ll be just another couple of weeks until I have a feature-complete HTML5 version online!

By |2016-12-18T21:52:57+00:00December 18th, 2016|gamedev, gamemaker, indie|0 Comments

Back to work!

It’s been a while since I worked on this hobby project of mine.

A few months ago I was disheartened after receiving feedback for my game on reddit. One of the developers for a popular that is very similar to mine, commented to tell me how uncool it was of me to steal their idea rather than make something of my own, and the result was that I decided to take a break from working on the game for a while. The irony is that the inspiration for my game had come from another that far preceded the title it was being compared to!

So after a few months of letting the project sit idle, I’m back to it! I’m adding a new game-mode in an attempt to differentiate myself from the competition, and so far have got a lot done. There’s still work to do (lot’s, in fact!), but if you’d like to play the current version – albeit with a few undocumented features – all recent dev builds can be found at moltenbear.com/7sqdev.

Expect to see more frequent blog posts going forward, and probably a complete overhaul of the site.

By |2016-12-11T22:18:03+00:00December 11th, 2016|gamedev, gamemaker, indie|0 Comments

7squared – Block Puzzle Game

I was kindly reminded by a twitter user recently, that it has been a long while since I updated by blog here. I’m not great at writing, and am terrible at remember to post updates, but hopefully I can change that going forward.

For the last few months I have been working on a mobile game. It’s called 7squared and is a simple drag-n-drop puzzle game where the player drags shapes to empty spaces within a grid to form lines and score points:

7squared

It’s pretty bare-bones at the moment, and I have a lot to add. In the end I hope to have a cool time-based game mode which is a bit more challenging, and online leaderboards to display the best players of the day/week/month. This is my first foray into mobile game development, but I feel like I’m at least getting somewhere.

Anyway, you can play the game in it’s current state at moltenbear.com/7squared. Let me know what you think!

By |2016-12-11T22:17:30+00:00July 27th, 2016|gamedev, gamemaker, indie|0 Comments

A Small Update

It’s been a few weeks since I started my hobby project, and a while since I last posted.

Not much has happened with development of my first game. It was in a working state on Windows and quite playable, but I was really struggling to get it working on HTML5. As a result I decided to rebuild it from the ground-up (not a huge piece of work), with a HTML5-first approach.

In the coming weeks I’ll aim to get a build up on the website. Stay tuned.

By |2016-03-01T14:28:41+00:00March 1st, 2016|gamedev, indie, startup|0 Comments

Goals and Expectations

Earlier this week I wrote about my intentions to start a hobby gamedev business, but never included much about what I hope to get out of it.

Expectations

I know that the mobile market is probably hard to break in to. There are plenty of developers that do not make enough income from their games to cover the cost of publishing to mobile to begin with! That being said, there are also clearly plenty of games that are making money. Ideally I would like to work on developing games in my spare time, and eventually generate enough income to take it full-time in lieu of my current corporate job.

Per week I only have about 8 hours to work on my hobby project. In order to replace me existing job and current salary, I would need to be making over £100 per hour for each of those 8 hours worked. As I do not believe that this is a realistic expectation to begin with, I am setting my goal at a somewhat lower but still livable income.

Goals

In order to be worthwhile, the total income from all games I make must match or exceed £400 per week, or around £58 per day. This is the equivalent of £50 per hour worked.

As such, her are my goals for this project in 2016:

  • Spend around 8 hours per week working on the project
  • Release 3 small games to web and mobile by October 2016
  • Generate a daily income of £58 or more by the end of the year

In order to facilitate the release of 3 games this year whilst working only 8 hours a week, I will be focusing on ad-generated income from free-to-play action/puzzle games. The reasoning behind this is that I can develop these games in a short time frame, as they don’t (usually) have a large requirement for game assets and logic.

I am working on my first game now, taking inspiration from Alexey Pajitnov’s Multicross – a Tetris-style drag’n’drop puzzle game from the creator of Tetris. I did actually start development of the game before I researched and found Alexey’s version, but as his is only on iOS and does not include many features, I decided to continue with development anyway!

By |2016-12-02T11:50:58+00:00February 5th, 2016|gamedev, indie, startup|0 Comments

Starting a hobby gamedev venture.

For a while now I have been debating with myself about starting a mobile game business. There are a lot of articles floating around the internet these days explaining why this is a bad idea. From increasing market saturation, to low profit margins and the paradoxical “failed successes” where companies lose money despite successful sales numbers.

Nevertheless I have decided to give it a go! Taking inspiration from other HTML5/mobile developers that are blogging about their experiences such as Chris Benjaminsen and True Valhalla, I will be developing and releasing a series of small mobile games and documenting the process.

These games will be developed using Game Maker: Studio. Despite experience with various programming languages, I have chosen to use GM:S for this project due to it’s ability to very quickly get a project off the ground. I also already have access to modules for GM:S which will allow me to easily export my creations to multiple platforms.

As for goals, I have not quite gotten to that point yet. Check back later this week for my thoughts on how I’m going to get started!

By |2016-12-11T22:14:07+00:00February 1st, 2016|gamedev, gamemaker, indie, startup|0 Comments