This is my solution to the famous 8-Queens Puzzle (and more general N-Queens Puzzle). “So, what’s the 8-Queens Puzzle?” you say. “Good question!” I say. Wikipedia has a ton of information about this and summarizes as follows:
“The eight queens puzzle is the problem of placing eight chess queens on an 8×8 chessboard so that no two queens attack each other. Thus, a solution requires that no two queens share the same row, column, or diagonal. The eight queens puzzle is an example of the more general n-queens problem of placing n queens on an n×n chessboard, where solutions exist for all natural numbers n with the exception of 2 and 3″
This first round of public testing has been very fruitful. I received some extremely valuable feedback from testers and other developers, pinpointed some key areas for improvement and I’m super excited about the direction this game is headed! The major lesson that I learned is not to get ahead of myself. The game is headed in a wonderful direction but there’s still much to do. Continue reading
Well, I’ve reached that nervous point that every indie game developer looks forward to and secretly dreads… public testing.
Kitty Catch Mouse has reached that stage where it needs to wiggle its wee little toes in the waters of public testing to find out exactly where its strengths and weaknesses are. Many of the testers in my isolated test group are also developers, and most of them are people I don’t know in person, so this is really the first time I can be assured (mostly) unbiased and informed feedback.
This being my first public test, you can imagine that my stomach is churning – and it is! I’m very excited though! It feels great to know that I’ve persevered, crashed through unexpected obstacles and overcome personal limitations.
I always planned on this being a quick project that I can basically use to learn, get the overall experience and add a link to on my resume. With the exception of “the overall experience”, all of that has been achieved. So despite whatever feedback I get, negative or positive, I’m totally stoked! This is another milestone for me and then it’s on to the next chapter…
Just thought I’d pop in real quick and show off a few more screen shots of Kitty Catch Mouse to keep your whistle wet while the prototype is primed for play-testing. Stay tuned!
Kitty sits atop the game title while Mouse frantically runs along his randomly generated racetrack.
Psychedelic “jump cues” help train you where and when to jump. Pay attention! You’ll only see these color changing cues until you’ve had enough time to memorize some patterns.
Looks like your cat-like reflexes are getting better! Go ahead, brag a little on Facebook and Twitter! (Additional social networks likely to be added)
“Kitty Catch Mouse” is getting a pretty metaphorical bow tied on it and then I’ll be conducting some closed testing to determine what gamers think is fun about the game, what can be taken out to play to its strengths and what other craziness can be concocted to make it even better. I won’t be divulging the release dates, but I’ll keep you otherwise teased with screenshots, details, videos and development blogs in the near future. Until then, here’s a “first look” screenie:
Making video games is about pouring your soul into something that you can share with the world in an interactive and entertaining way. It’s about making people smile and have some fun, but really it’s more than that. Like a good book, film, painting, or song, it’s about expressing yourself in a way that lets people experience your perspective. The goal might be to have them on the edge of their seat, to make them laugh, or cry, or to scare the crap out of them. It’s about sharing something about you without “you” being the object of focus. And, of course, it’s about giving people a means to unwind and have fun for a few moments, simply to fantasize and play a little. Game development, to me, is a beautiful endeavor. Continue reading
Ever wonder what progression logos goes through as they’re designed and redesigned? Branding is super important and there are concepts you have to keep in mind that probably aren’t obvious to newcomers in this area. Well, this blog post will explain my design process, show you examples of the image progression gone through in designing my own logo set, and tell you exactly why I chose to make the changes I did along the way. If you’re new to graphic design or if you’ve never had to make a logo before then you might find this post useful.
Step 1) PLAN OUT THE DESIGN GOALS Continue reading
“The Legend of Zelda” on NES: The Game That Sparked My Curiosity
I still remember the day I decided that I was going to make games. It was the very same day my brothers and I finally cracked open that box and drew out our shiny new Super Nintendo, which we have been working and saving up for what seemed like an eternity (everything seems like an eternity when you’re 10). Continue reading