The Animal Farm GameDev Blog

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Raleigh, NC
PC, 360, iPhone, and Android game development talk.
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25 entries
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Nairb
July 09, 2016
Rocket Rascal Postmortem

[color=#282828][font=arial]My latest game, Rocket Rascal, was just released into the iOS and Android app stores.[/font][/color]
[color=#282828][font=arial](You can get it here for iOS and here for Android)[/font][/color]

[color=#282828][font=arial]It's a little too early to tell whether the game was…

2,853 views
Nairb
July 09, 2016
Rocket Rascal Optimizations

My latest game, Rocket Rascal, was just released into the iOS and Android app stores.
(You can get it here for iOS and here for Android)

I wanted to write a little bit about how I got the performance of this game to an acceptable level.

For being such a casual game, I hit some serious performance is…

1,708 views
Nairb
March 21, 2015
Alien Star Menace Post-Mortem
Preamble

[color=#444444][font='Helvetica Neue']Alien Star Menace is available now for iPhone & iPad on the Apple App Store and on Android in the Google Play Store.[/font][/color]

Background

[color=#444444][font='Helvetica Neue']Alien Star Menace started with a simple goal (if you're a dumb person)…
3,752 views
Nairb
March 20, 2015
Alien Star Menace is Out
My latest game was released! For both iOS and Android - I didn't intend to make an Android build, but it turned out to be way easier than I thought.

Here are the relevant links:
App Store
Google Play
Press Kit

Feedback, comments, and ratings are welcome.

I'll probably write up a post-mortem in a few days…
2,545 views
Nairb
March 14, 2015
Promotional Materials
Alien Star Menace is in review with Apple right now and should hopefully be available for iOS devices in the next few days.

Here are various promo elements I've been putting together for marketing:

Follow Alien Star Menace on Facebook





1,914 views
Nairb
January 23, 2015
Pixel Space Horror Demo 2
I've just released the second demo for my game Pixel Space Horror.
Play the Second Public-Ish Demo Here

I'm not going really wide until the alpha build, but I've made enough progress to push up another "kinda private" build for feedback. A lot of changes:

  • Action Point system has been entirely overhaul…
2,219 views
Nairb
January 22, 2015
Pixel Space Horror Rebalancing
[color=rgb(68,68,68)][font='Helvetica Neue']Rebalancing[/font][/color]

One of the criticisms of my pre-alpha demo of Pixel Space Horror was the balance - not so much the unit-to-unit balance (which was and still is broken), but the overall game balance. The action point (AP) system encouraged sendin…
1,985 views
Nairb
January 12, 2015
Pixel Space Horror Levels
During this phase of development for Pixel Space Horror, I'm focusing on content. Specifically, I'm trying to get the first 15 levels roughed in - not final, definitely not polished, but playable.

I'll keep this update short on words and instead just show you:





How am I going to rationalize a graveyar…
2,112 views
Nairb
January 06, 2015
Pixel Space Horror Units & Enemies
I spent most of the weekend adding the vast majority of units & enemies for Pixel Space Horror that will be seen in the game. The majority of the implementation details were already there: the game already supported most of the attack types & buffs that units would provide.

I created a simpl…
2,649 views
Nairb
January 03, 2015
Pixel Space Horror Pre-Alpha Demo
Update 4: Pre-Alpha Demo
[color=rgb(0,0,0)][font=Verdana][background=rgb(252,252,252)]I wanted to put together a small web build, mostly for friends to evaluate. If you want to try, [/background][/font][/color]here's the link.[color=rgb(0,0,0)][font=Verdana][background=rgb(252,252,252)] I'm not putt…
1,768 views
Nairb
December 30, 2014
Pixel Space Horror UI Update
Most of the last few days has been spent putting together some necessary UI elements. I'm trying to keep the game pretty UI-lite, but there's no avoiding some things.

First, the level selection screen or "lobby." Right now we're assuming all the levels are unlocked, which is definitely not the start…
2,563 views
Nairb
December 26, 2014
The AI of Pixel Space Horror
Background
Pixel Space Horror (PSH) is a very streamlined strategy game: units can only move and attack. For movement, they have a fixed range they can move. Attacks are more varied - every unit has some special qualities when it attacks, such as whether attacks do explosion damage or whether they r…
1,830 views
Nairb
December 18, 2011
Cuddle Bears Gets Update, Free Version
I haven't posted here in a while. Most of that has been because my side-projects were completely buried under the weight of my job project (go play Lil' Birds for iPhone/iPad !), and I don't really have the authority/clearance to speak publicly about my work, leaving me without content suitable fo…
1,297 views
Nairb
July 01, 2011
Cuddle Bears is Out for iPhone, iPod Touch & iPad!
Our latest game, Cuddle Bears, is now available for iPhone, iPod Touch, & iPad. Here are some links for your pleasure:
1,664 views
Nairb
April 08, 2011
iPhone Development Pitfalls
These are fresh in my mind, so I thought I'd put together a quick blog post:

  • Don't assume that because your app runs on an iPhone 1st generation that it runs on an iPhone 3G. The 1st gen is bound to iOS 3.1.3, and despite everything you might say about that, 3.1.3 hogs considerably less memory. A …
1,841 views
Nairb
March 16, 2011
I'm Not Too Bright
Spot the insanity:


struct WordTreeNode
{
bool IsWord;
StringBuilder Word;
DynamicArray Nodes;
DynamicArray UsedNodes;
int UsedNodeCount;

WordTreeNode();
~WordTreeNode();
};

...

WordTreeNode::WordTreeNode() : IsWord(false), Nodes(26), UsedNodes(26)
{
...
}

void WordList::AddWordToTree(const StringBuilder&…
1,499 views
Nairb
March 11, 2011
Digging Into my Toolbox
I've spent the better part of my professional game development career developing tools. All the same, when I'm involved in a personal project, I have 0 interest in writing a tool. I much prefer the free (or cheap) stuff off the internet. Here's what I've been using lately:

BMFont
I've done a fair…
1,702 views
Nairb
March 10, 2011
Thoughts on Android NDK
In my spare spare time (that is, my time not dedicated to my day job or an active side project), I've been hacking with porting Word Duelist from iPhone to the Android NDK. I wrote my core iPhone code in C++ without STL specifically to facilitate this. Of course, then Google announced the newer v…
4,001 views
Nairb
March 01, 2011
Word Duelist iPhone Post Mortem
Foreward
Just a quick word before I get into the post mortem proper: Word Duelist for the iPhone shipped about 12 hours ago. I'm writing this while it's still very fresh in my mind - but I'm also writing it at 2:30 AM, so my mind is perhaps not its greatest.

You can get the full version on iTunes he…
1,956 views
Nairb
February 28, 2011
Word Duelist Ships!
My second personal iPhone game has now shipped and is available on the app store! Go get it:

Free Version
Full Version

I'm a bit rushed for time right now - later I'll augment this post with screenshots, trailers, information, all that fun stuff. In the meantime, you should play the game, rate it, …
1,297 views
Nairb
February 21, 2011
Word Duelist is Near Release ...Help?
Word Duelist has been submitted to iTunes Connect and is now "Awaiting Review." Based on how long my previous games have taken, I would expect it to be through review in about a week. Hoping it passes.

The end cycles were brutal.

Even with my independent development (probably moreso, actually), I t…
1,182 views
Nairb
February 08, 2011
Porting Word Duelist & Thoughts on iPhone Dev
I've currently been working on porting my Xbox Live Indie Game Word Duelist to the iPhone (and potentially the Android). Here are some unfiltered thoughts while I've been going through the process:

  • UI implementation has more caveats on touch devices than it does with a controller. You have to worr…
  • 1,641 views
    Nairb
    January 31, 2011
    Introductions are in Order
    I realized that after two content heavy posts, I hadn't actually made the obligatory "hi" post. Plus the install time for my current project is monumental, giving me time to kill. So here's who I am and a discussion on my motivations with this blog:

    I'm Brian. Currently an engineer at Spark Plug …
    1,131 views
    Nairb
    January 30, 2011
    Data Driven UI
    Prologue

    For one of my first XNA games, I decided to hand code my UI. This left me with a ton of statements like this:

    StaticImage img = new StaticImage(someImage);
    img.Position = (50,50)
    img.CenterHorizontal = true
    ...

    I thought this would be OK, since the project was intended to be small and essential…
    1,517 views
    Nairb
    January 29, 2011
    Scripting Languages are Overrated
    Back when I was first starting ambitious game dev projects, I believed a good scripting system solved a lot of problems:

    (1) It appeared super modular. After all, I could keep so much game logic outside of my code and only use C++ for engine development.
    (2) Rapid iteration! Who doesn't want to cha…
    2,226 views
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