The Day Before Tomorrow Scandal

First and foremost, I want to extend a heartfelt congratulations to Sabotage indie studio for winning indie game of the year title. It’s an impressive feat, especially considering the challenges indie developers face in the competitive gaming industry. However, I find myself compelled to address The Day Before Scandal, a game I had eagerly anticipated,Continue reading “The Day Before Tomorrow Scandal”

Patch 0.5 Part 2

Hello, readers! We have some exciting news to share with you. After countless trials and errors, we have successfully updated the animation system. We’ve enlisted the help of another programmer who has an in-depth knowledge of the Unity animations systems. We’re on the verge of releasing a significant update that we’ve been working on throughoutContinue reading “Patch 0.5 Part 2”

Patch 0.5

Hello guys, I should probably make an effort to post more often, but behind the scenes, we’ve been hard at work to deliver a substantial update for our game. While the development process continues, we felt the need to refine certain aspects before diving into marketing. One area that required significant improvement was the organizationContinue reading “Patch 0.5”

Patch 0.4

When Simple Arena was being developed, prior to creating the prototype, I had conducted research on the Google Play Store. My analysis indicated that there were very few fighting games in the robotic genre and mechs category on the Play Store. The competition wasn’t expected to be significant, as most mech games were 3D andContinue reading “Patch 0.4”

Patch 02.03

Simple Arena Robots is still actively being developed and worked on. Currently, the game is released on the Google Play Store, but it’s in a playable pre-alpha state due to a few fundamental bugs. We encountered issues with our database and how player progress was being saved. Despite thorough testing, I hadn’t realized that allContinue reading “Patch 02.03”

Merry Holidays

By the end of October, the game was nearly completed. I scheduled a meeting with a recruiter on Upwork and vetted a few programmers who could help me finalize my project. After a few interviews, I ended up hiring a new developer from India. Amp Designs is technically a sole proprietary multimedia company incorporated byContinue reading “Merry Holidays”

Almost Absolute

In mid October the multiplayer build was finally nearly completed. The developer who worked on Spacefarm had updated the code, but unfortunately his workflow was interrupted. There were only few bugs left to fix, but weirdly enough some of these bugs were only occurring locally when testing the game on my specific devices. For theContinue reading “Almost Absolute”

Financial Dereliction

I can fully understand the complications and difficulties that occur when making multiplayer games, the first multiplayer game I ever worked on around 2006 had similar latency and desync issues. The only difference is, back then indie game development ecosystem was still a new phenomenon, and most indie developers worked for free. In this dayContinue reading “Financial Dereliction”

Obstacles

The stats system was implemented without much difficulty, with very little bugs surrounding it. By mid September we finally started working on the Inventory and sprite art displaying system. Unfortunately we came across a plethora of bugs when trying to implement this system. There were lots of complications when applying this system to a multiplayerContinue reading “Obstacles”

Player Choices

By September 2021, we were still working on the user interface. While it’s important to make sure that the interface was properly designed and responsive. The reality is that a lot of mobile games aren’t that good in terms of gameplay, to the point that their ads are CGI cinematic trailers that look nothing theirContinue reading “Player Choices”