Unity Port for A Clockwork Brain – DevLog #4

A Clockwork Brain DevLog 4Week 13/10 – 19/10

Hey all!

Another week gone, another mini-game complete!

During last week we finished Word Length, which also happens to be one of my favourite mini-games, although I can never seem to reach the Insane Round. Besides porting the game to Unity, we also made some usability improvements, compared to its current version on iOS, which should now make it a lot more intuitive for the players to understand which button they pressed.

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Designing Word Length

Word Length is a mini-game that was inspired by a story I watched on TV 10 years ago. It was about a teenager that was able to tell how many letters there are in a word really fast, just by hearing it. It was very impressive! He was extremely fast in his responses and he was always spot on! I guess I found that remarkable, because many years later I had the idea to turn this into a game.

Word Length mini-game from prototype to final version

Word Length mini-game from prototype to final version

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Unity Port for A Clockwork Brain – DevLog #3

Week 6/10 – 11/10

Welcome back to another post of insider’s information on the porting of A Clockwork Brain on Unity!

Last week we did a lot of bug-fixing and optimisations, as there were a few serious glitches to tackle, before moving forward. We also finished the Logic Tiles mini-game.

A Clockwork Brain DevLog 3

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Designing Scrolling Silhouettes

One of the first mini-games games we designed for A Clockwork Brain was Scrolling Silhouettes. The idea came from the hundreds of items we had from The Clockwork Man. These 1,500 items provide a huge variety of shapes and forms. The concept was to take advantage of these, and create a game that uses item shapes and pattern matching as the core mechanic. This is how Scrolling Silhouettes came to life.

Scrolling Silhouettes from Concept to Final Design

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Unity Port for A Clockwork Brain – DevLog #2

A Clockwork Brain DevLog 2Week  29/9-3/10

Last week we almost completed the porting of three more mini-games. More specifically, we began tackling the tile-based games, Sculpt Away, Size Matters, and Logic Tiles. These three games have very different mechanics, but are all based on using and manipulating blocks of tiles. The first part of last week was spent building the tile engine that would be used in all three games. After that, Sculpt Away was the first game to be finished. Size Matters was done next, but it gave us a bit of a trouble as there were some performance issues when moving lots of tiles of different colours. We promptly fixed that, and moved on to Logic Tiles which should be completed later this week.

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Unity Port for A Clockwork Brain – DevLog #1

Last week was a very exciting one for us here, at Total Eclipse, as we announced that we’re currently working on the port of A Clockwork Brain for Android! We’ve actually been studiously tinkering away at it for the last couple of months, using the Unity 3D game engine  to speed up the multi-platform development process.

A Clockwork Brain DevLog Now that the secret’s out, we’d like to introduce a DevLog so that we can share the porting’s progress with you. A DevLog, which is an abbreviation for ‘Developers’ Log,’ is usually a short summary on how the development of a project is going. Our DevLog won’t be limited to programming progress, but will include all aspects of the production. You can expect a DevLog post every Monday, summing up the previous week. Continue reading

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A Clockwork Brain is coming to Android!

It is with great pleasure that we can finally announce that A Clockwork Brain will be released for Android devices, later this winter.

Sprocket meets Mr. Sprocket

We have been secretly working on porting A Clockwork Brain to Android for a few months now, but we really wanted to make sure the project was running smoothly before we shared this great news with you!

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Looking for controls? Start here!

A few weeks ago, while implementing power-ups in Monster Snack, we did a bit of brainstorming on the mechanics players could use to collect them.

We scribbled down quite a few and then made them fight each other… OK, maybe we just evaluated them. Although we ended up choosing one, it was a difficult decision. We needed a control that would not interfere with the basic one-tap mechanic used in Monster Snack’s core gameplay and would also allow players to collect the power-ups while coping with the frantic gameplay.

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Monster Snack – What It Is and How It Came to Be!

Those of you following up with our news on Facebook and Twitter, may have already heard about our upcoming iOS game, Monster Snack.

Monster Snack - What it is and how it came to be!

Soon after the release of Fashion Getaway, we decided to take a break from long development cycles. Thus came to be the idea of a fast-paced, rather unforgiving, endless runner. And we were going to finish it in just 1 month, from conception to App Store submission!

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Total Game – Shape Your Game’s Present and Future

In a very concise blog post on free-to-play game design by Nicholas Lovell, I watched marketing theory evolve once again. I have to be honest, it had been quite some time since I last saw any marketing concept re-modeled to fit an industry as seamlessly.

To cut a long story short, Lovell presented two marketing concepts, AIDA and Maslow’s Hierarchy of Needs, but with an interesting gaming twist; the renowned Funnel model and his Pyramid, respectively. If you’re not familiar with the two traditional marketing concepts, I highly recommend that you give yourself a chance to look them up.

Although both the Funnel and the Pyramid are great tools to keep everyone in a game development studio on the same page, when it comes to actual development and the need to monetize, there were a couple of things that weren’t stressed enough, if at all; competition and future potential.

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