By now you’ve probably already seen the Marian teaser – but how did it get made? Well… it was a focused and intense experience compressed into about 6 days of crazy work – most of which was done while I was staying at my friend Adam‘s house in Austin.
How do you put together a teaser trailer in under a week while travelling in a foreign country? It helps if you know some really talented people.
Its taken a long time to get here, but here is where we find ourselves…
So begins the tale of the puppet-girl Marian, who finds herself lost in a strange and shifting land.
Marian is going to be a difficult and expensive game to produce – but its one that I care about more than any other project I’ve ever worked on. I want nothing more than to see it completed one day and released for everyone to experience!
Read on if you’re interested in supporting this project directly.
If you’re excited by what we’ve conjured up for you here, please consider sending us a few dollars to help us get this project off the ground. I will be attempting to fund the bulk of the endeavor out of my own pocket, but every extra bit helps. Those who offer support of $10 or more will receive a special “Friends of Marian” credit in the final game.
So this is pretty random, but I got invited to a mini trade show around an aboriginal youth technology program here in Winnipeg. I’m not sure how effective the program is, but it does hook kids up with a free laptop – which can’t be that bad?
In any case, its always interesting to see how different people react to your games.
Some folks have been wondering why there hasn’t been any updates on our iPhone game “Heroes and Villains” recently. To be precise, “Wha happened?”
Do you guys and gals remember H+V? Here’s an uncut video of the latest build that never got released to jog your memory, or introduce you to the concept if you haven’t heard of it yet:
The main stumbling block with releasing the game is that there are some interface problems. Right now its too hard for most people to pick up and play – which is a required aspect of iPhone games.
There’s also the question of being able to produce enough level content to make the game worthwhile. I wanted to aim for about 50 levels. There’s a fair amount of work involved in that, and I want to be sure that it’ll be worth the effort.
To whit, I’m employing the aide of some of my indie game developer friends – to have them assess, praise or destroy what I have in the game now, and hear how much potential they think it has. I think it’ll at the very least be educational; hopefully it’ll lead to the game improving and eventually being released.
For kicks, I’m also interested in finding out what you guys would like to see me spend my time on…