Champions of the Heroic Age game design evaluation

May 31st, 2013
cotha core mechanic and design

cotha core mechanic and design

Times ago I came across a very interesting post from funstormgames.com introducing a really nice and useful tool, used to evaluate a game design.

Below you can see the result of the evaluation for the game I’m working on “Champions of the Heroic Age” using this amazing tool.

“In this model, the core mechanic is at the very center and forms a nucleus for your game. The other mechanics form layers around the core, with the narrative forming the very outer layer.” from the article “Designing around a core mechanic”.

HTML 5 mobile game monetizing experiment

April 23rd, 2013

HTML5Like Emanuele Feronato did times ago, I will try a similar experiment. I want to know if it’s possible to make money from HTML5 games.

I decided to take a break from my main project Champions of the Heroic Age, and I started to look into html5 game development.

The first step was ‘choosing the right engine’. Times ago I bookmarked this page where you can find various implementations of the classic game Breakout using different javascript game engines (I’m sure you can find a lot more HTML5 engines out there), so I decided it was the right time to use it.

I finally choosed the Impact javascript engine, cause it runs on all HTML5 capable web and mobile browsers, and with the Ejecta Framework it was possible to publish the game with almost native performance on the in the iPhone AppStore.

A few days ago a new great javascript engine Phaser was released by Richard Davey, Photon Storm.  It looks really promising, the author is working really hard into it and it’s heavily based on Flixel.

It took me a week to feel confortable using the Impact engine and writing Javascript code. One week more and my game was finally ready.whenyoucantfly_screen1 whenyoucantfly_screen2 whenyoucantfly_screen3

The game is a one touch game designed for mobile and tablets, an endless run n’ jump  game where you can’t run, you can only jump.

So what can I do now to monetize the game? Placing Ads, looking for a sponsor or a distribution partner?

I will upload my game to http://www.marketjs.com looking to sell non-exclusive license to sponsors and I will try to find some distribution partner.

A few notes before leaving you the game link.

At the moment there’s no music in game to ensure max compatiblity for every mobile browser, actually our main target.

I’m still improving the random level generation too and probably I will make some changes.

You can play the game, let me know what do you think.

Some useful links:

Champions of the Heroic Age Vine Trailer

March 23rd, 2013

Champions of the Heroic Age on iPod

Champions of the Heroic Age – new game!

March 2nd, 2013

Champions_of_Heroic_Age_New_header
I’m very proud of this new little casual game made using Flash AIR and Starling and I’m next to the completion of the project. I plan to start the beta testing soon. If the testing will go smooth, the game will be released soon for Browser, iOS devices and probably Android too.

Medieval Wars 2 released

July 31st, 2012

medieval wars 2 banner
[Play it on AgeOfGames.net]

Medieval Wars 2 is a turn based strategy casual game based on hex maps. Create your hero, choose your combat style and lead your company of mercenaries into the battlefield, fighting on the side of the Lord who will pay more for your services.
Compared to the first Medieval Wars the game has a more advanced combat system and several new units like Swordsmen, Pikemen, Archers, Knights and many others.
Terrains influence the battle’s outcome and can affect the line of sight of ranged units. As in the first title, there are ruins, towers, and castles, but we added Cities and others structures like mines, markets, orchards, and wheat fields that will increase your gold income per turn.
You will be able to play the campaign, play in skirmish mode for a quick fun game or create, share and rate maps easily with all the players for many more hours of fun.

The game features deep Historical Campaigns that will be updated on a monthly basis and a fast skirmish mode.

Soon players will also be able to use a Game Editor to create, share, rate and play endless maps.

Game Features:
Several Historical Campaigns
Customizable in-game character
Level editor & Unlimited user-created levels (* soon available, switching from Playtomic to Gamersafe)
11 different kind of units
15 Achievements

* I’m fixing some bugs, revising english text and I’m going to release a new version soon.

Trailer

Screens



Medieval Wars 2 update

May 23rd, 2012

I finished working on the AI and at the moment I’m fixing some bugs. So I can finally say the game will be relased soon. Sorry for the long delay but I wanted to improve the AI before releasing the full verison of the game.
Here below you can see a little video:

Actionscript type casting

April 20th, 2012

While working with actionscript I always forget actionscript type casting, so I’m writing this post to remember it.
var bar:Bar = myObject as Bar;
this will return an instance of the class or null.

-->
var bar:Bar = Bar(myObject);
this will return an instance of the class or raise an exception if the cast is impossible.

If you want to know more about performance you can check this blog post ‘Cast Speed’.

“First Barons’ War” MW2 Campaign

April 20th, 2012

medieval battle

The new campaign is based on the “First Barons’ War” events, so if you already finished the Medieval Wars 2 beta do not worry cause you will have 7 new original maps to play with.

And if you were curious finally the next week the game will be released.

 

Medieval Wars 2 trailer

April 16th, 2012

Here it is…

Medieval Wars 2 progress

April 12th, 2012

medieval battle

Finally I’m proud to say that I’m really next to release the full version of Medieval Wars 2.

Now a list of things I’m working on before the game will be released:

  • Game Trailer
  • Debugging and improving AI
  • Designing maps for a new campaign
  • Hunting bugs
  • Having fun playing and testing the levels :)