• Our First #ScreenShotSaturday…


    This screenshot was taking from one of our early prototype level we have developed for testing. Enjoy!



  • Did you say NEW GAME?

    First things first…

    We’re going to have a bit of a change in how the blog is going to work from now on. The team is going to take turns writing in the blog on their perspective topics. I will write about the art, music, and sound, and Colin will write about the coding and design aspects.

    So, lets get to it.

    You did indeed hear correctly that we have been in development on our new game for about 4-6 months now. Mostly in pre-production. It can take some time getting your head out of coding in VB and Obj-C and then jumping into Unity and hitting the Build button. Doesn’t quite work the same, but more on that perspective later from our resident coding guru… Colin.

    Blog posts related to Art, Sound, and Music and other misc items will come from me.. Scott.

    Art related items will include the following topics:

    • Concept Art
    • Sculpting
    • Modeling
    • Texturing
    • Rigging
    • Animation

    Sound will be dedicated to sound design, and music to… uh music… obviously.

    “So, where do you stand right now?” – random audience question.

    Well, to be honest, we are going to start working from a new mantra… FAIL FASTER. That’s right, we are going to work as quickly as we can on our game concepts now and then present them to the public so that we can get first rate opinions on were we stand with the proposed game. If you, the public, like what you see and want to see more of whatever we’re working on at the time, then we will go into full dev mode and start working on a full public release of said title. If, for whatever reason, you feel that our concept is not up to par, we will then come to you and say, “Okay, what’s wrong with it?” And we’re looking for one of two things: 1. You reply with feedback on how we can make it better and we go and try that and come back in a few months again. or 2. You reply with, well… that isn’t really fun or good or both and you tell us we should go back to the drawing board. And so we will.

    So, as of right now, we are starting to work on art, assets, and three playable levels to bring a public demo to the masses in January. That’s right. Just around the corner you will be able to visit the website and get a copy of the demo and give it a go.

    As we go along, we’ll be giving updates on the site, our twitter feed, company facebook page, instagram, and pinterest. Once we decide on the name of the game, we will create a dedicated facebook page, twitter account, and website.

    Stay Tuned!


    [Featured Image is a concept piece for the new game we’re working on.]

  • Start of 2015…

    Howdy Fellow Developers and Gamers alike!

    It has now been almost five months since we’ve posted and shared information regarding us and the status of our first title Palidin. And since then a lot sure has changed.

    So, let’s just get right to it…

    Renewing our Developer Account with MS… not so bad so far.
    ◦ We certainly have had our ups and downs with developing for the Windows Phone platform. Most certainly in the past, our issues have been with the certification process that MS has used previously. We knew that going back to MS and finishing what we started three years ago was going to be a complete gutting and rebuilding from the ground up. So, when it finally came time to submit version 2.0, we kept our fingers crossed and hit submit. This time instead of 3 days wait, it was a 3 hour wait and they said it was ready for submission to the Windows Phone Store. Needless to say, we were absolutely stunned. We then began work on adding ad mediation to the game and submitted that as well. That took a little longer. About 12 hours longer, but again better than a week later and just to be told it didn’t pass.
    It’s out there now, the full chronicles with all chapters included, for public consumption. We’re sorry it took three years for those of you who have been waiting or tried to wait. And for all of you that didn’t like it because the first book was too short or that you died to easily… well I think we’ve fixed those issues with this version.

    We stated before that we would evaluate the response to Palidin for iPhone and decide if an iPad version is warranted…
    ◦ There’s an update on this previous topic. We’re going to rebuild the game from the ground up the same way we did for the Windows Phone version. Not only for consistency, but also for performance. The game/story grew so big once the story was actually finished that doing it the way it is currently designed for iPhone would just destroy the game and constantly cause your device to crash. Not cool, we know.
    So, over the next 3-6 months we should have the iPhone AND iPad versions completely redone with ALL CHAPTERS INCLUDED for download. So, be on the lookout for that announcement.

    We’re also starting pre-planning stages on the next game from our little team…
    The topic has been overused, but hopefully by the time it comes out it will be new again or at least what we’re doing with it would seem new. Let’s hope so.

    What’s this I see… you guys are in Boston AND Cincinnati now?!
    That’s right folks. Half the team has moved back to the Cincinnati area due to family reasons. That half of the team is also expecting their first child come this March. So, we are wishing them the best of luck on their little addition. Hopefully, it won’t hinder the art from getting done on future games! Wink wink.

    Cheers –

    The Papalati Games Team