After playing around a bit with Unity I’m starting to feel comfortable with it. That’s why I decided to try to port New Sokoban to Unity3D!
Ok, not the entire game, just a little demo. I wanted to work on a little serious 2D project that serve me as a learning experience of what I should expect from developing 2D games with Unity. And I think that a port of New Sokoban is perfect for this!
Today I would like to talk about the tricky concepts around puzzles and puzzle-based games like New Sokoban. Puzzles are often considered to not be games at all. This means that designing a video-game entirely based on puzzles implies some issues that need to be addressed to minimize the inherent problems that puzzles have and maximize their benefits. We will see it applied to New Sokoban, a puzzle-solving game.
In the previous two articles I talked about game design aspects that I think that were well addressed in New Sokoban. However, today I’m going to talk about a very difficult and tricky topic that should be better applied to New Sokoban: endogenous value in games.
Today’s article is the second one in the series “Game Theory Applied”. You can find the first article of the series here. Today I would like to talk about game rewards, and how I applied them on New Sokoban.
Game rewards are a very important concept in game design. Actually, in some sense, players play games to be rewarded. It is a human need. Players need to be evaluated favorably. That’s why a well designed and balanced game rewards system is key in any game, even for the simplest one.
In today’s post I would like to start a series of articles about Theory of Game Designand how I applied (or tried to apply…) it to my projects. Usually games are made by inspiration and intuition. And this is not a bad approach because, at the end of the day, game creation is a deeply creative activity.
However, there are some game design aspects that have been theorized by experienced game designers that, despite sounding quite obvious, it is worth to keep them in mind while working on our games. I would like to start by one of the most interesting and effective concepts of game design: The Flow Channel. Applying this concept to New Sokobanhad a very positive impact on the games experience. Despite it being an intuitive aspect of games that you could have learned while playing a lot of games during your live, the first time I red about it was in Jesse Schell’s book The Art of Game Design. By the way, this book is highly recommended for game designers out there and wanna be game designers like me 😉
Today’s post will be a classical one: postmortem of New Sokoban. New Sokoban was officially launched around a month ago and I think that it is enough time to write this post. Basically because I think that things are not going to change a lot in the future concerning New Sokoban. So, here you have what went right and what went wrong.
Some time since the last post. I have been a little busy the last two weeks but today I’m back 🙂 In today’s post I would like to share my personal conclusion about Synthesize, the first iOS dev meeting in Málaga, Spain, where I was invited to do a little talk. As you may expect if you follow this blog, this is not going to be a regular report of the event. I’m going to share with you my thoughts about how the event affected me.
Today’s post is going to be short (hope so). Basically I would like to announce that finally New Sokoban is officially available on the App Store!!! 😀 It has been a long and hard way, but finally, my own first iOS game is out.
New Sokoban, my own first iOS game, has been submitted to Apple and is waiting for review 🙂 So, this week I have been very busy preparing all the marketing machine to be ready for the international launch, which I hope will be next thursday 🙂 But I have also been making some project evaluation. Since I started the development of New Sokoban I have been registering every day the tasks accomplished and the working hours. So, in today’s post I would like to show you how the chart looks like and share some conclusions.
Time distribution of tasks on New Sokoban development process
Today’s post is the second part of last week post about using sprite sheets with cocos2d and Tiled. In the previous post we saw what is a sprite sheet, how to to create it from a collection of individual sprites using Texture Packer and how to code it using cocos2d for iPhone. Today I’m going to explain how I used sprite sheets as source libraries in Tiled to create and edit New Sokoban puzzles. In this previous post I partially covered this topic. However, today I’m going to enter in more detail into some technical issues.
As we saw in the first part of this article, sprite sheets are mainly used to drastically improve our games performance in terms of both memory and CPU usage. We basically need to group our original individual sprites and then have some way to refer to them in our game code.