Initiative: Red Dawn

May 21, 2016

Spell Run – The backstage of a game

Screen Shot 2016-04-15 at 12.54.44 AM

Spell Run – Game View

Hello, and welcome! I’m Nicholas Varchavsky (twitter: @nicovarchavsky), lead programmer at Indelve Studios, a brand new game development company that was born as a spin-off from Interatica, a company specialized in casual marketing games for companies. In this article I’m going to fully share the experience we had while developing Spell Run, an iOS game developed with the Unity game engine. Spell Run is done and published, you can download it on the App store to view it and get a better sense of what I’ll be talking about: download-app-store-badge-300x91 It’s not a rocket-science kind of game, but it’s been way too long since we’ve developed a game to publish (last one was CrazyColors back in 2010, which in technology time is like forever). Spell Run game is a maze-runner style, with one tweak: you create the actual maze as your player runs. In this article I will share the entire development process, from programming decisions to actual source code snippets. I’ll share issues we’ve encountered and how we choose to solve them. It is by no means a technical paper explaining how to develop a game, its just our (better yet, my) experience with it. We’ll go through the entire process, from the idea to the Unity project from scratch to each key step involved into making the game. If, after watching the game, there’s a specific item you want me to write about, let me know and I’ll certainly do my best to comply! Because of the type of game Spell Run is, we’ll also see into some simple math (you’ll regret not paying attention in class, that’s for sure!), some standard programming patterns (like Singletons), some general .NET programming (like events and delegates), and of course game-specific elements. We’ll also discuss (though we’ll not get into details) on what other tools we’ve used to create the game, and the assets we used so you can see what assets are out there free that you can use to prototype or even publish your game without incurring into expenses. I hope this article helps you in any way. And, again, feel free to contact me for clarification, error corrections, specific topic you want me to mention. Here are the topics I intend to go through, in the order we experienced them:
  1. The idea of the game
  2. Language: c# or Javascript?
  3. Single scene or multiple scenes?
  4. Coding: know when to stop
  5. Physics: Rigidbody vs CharacterController
  6. Math: The Hypotenuse and PI
  7. Keep the change: use Git
  8. Making our character follow the path
  9. Creating an automated level generator
  10. Creating an automated level tester
  11. Recursively hook user tiles with pre-existing ones
  12. Buffs and Perks
  13. Facebook 1: Invite friends to play
  14. Facebook 2: Analytics
  15. Monetization: In-App Purchases
  16. Beta-Testing with TestFlight
  17. Publishing and next steps
We’re currently developing another game, a space themed exploration sim game. In that, we’ll also create an article that will be much more technical with more .NET elements being covered (more programming patterns, Interfaces, etc.). Follow us on twitter @indelvestudios to know more. A word of advice and apology: I don’t have the available time I would prefer. My time is extremely limited and I have to choose its assignment between family, friends, health, work and other personal projects (I’m currently involve into another game and two other personal projects!). So I apologize for that. I’ll try to keep this up-to-date, improve it, and answer all questions and comments. That being said… Let’s indelve, starting with The Idea. Don’t forget to follow us on twitter for news regarding articles and game development [twitter-follow screen_name=’indelvestudios’]

Leave a Reply