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So, finally, with a few hours to spare, i submitted Simcom Corp. to Dream Build Play.
The final day was a real stretch, and sat at the computer for 18 hours. There are still a couple of features that i wanted to put in, but i didnt have the time, but the submitted version is very much playable and polished. In august/september i’ll resume work on the game for a release this fall on Xblig, PC and iPad.
Almost all of the graphical assets are done, and i’ve spent the weekend implementing them and replacing the placeholders. This is taking waaaay more time than i thought it would, and it feels like i’m moving along in slowmotion, which would be a good thing if it wasnt that time is actually running out.
It’s now 4 weeks left, and yet i havent implemented all graphical features, adapted it to xbox controls, scripted objectives, nor polished…
Either it’s time for panic, or time to take a few days vacation from my day job…
So, the graphics are coming toghether real nice. The designer, Murry, is an excellent artist, and it shows he has great experience from making assets for games. Ill be uploading some screens later on when it’s all implemented.
In the end, it turned out to be 58 folder with animations, so it’s going to take some time though. =)
Also, i wrote my own implementation of the a-star pathfinding algorithm, and works as it should. But i’ll probably have to try to make it more effecient. The map structure to support the algorithm is going to be really helpful aswell, when it comes to determine wall and top positions and drawing some supporting sprite elements.
I’m starting to feel a bit stressed about this, since the absolute deadline is less than 5 weeks away, and i havent even put it in playtest yet, let alone balanced it, or properly implemented all the graphics.
How well polished does it need to be upon submission?