What happens when pigs fly ?! (Fluffy Gunners dev update)



The last few months development of Fluffy Gunners has been at a hectic pace. But the long days and late nights are starting to pay off with new levels, enemies, prizes, spawning system, bosses and animations, amidst a-plenty of cups of tea. I’ve found that drinking from a cold cup a sure sign of a productive session!

The Alpha testing group feedback has also been instrumental in knocking the game into shape. I can’t thank those enough that have taken part, the feedback has really given me the boost I needed to step up gears over the last month.


Apart from development of Fluffy Gunners itself, I have been kept busy with the nuts and bolts of getting Nicemojo up and running. Doing it all has been a steep learning curve in the myriad of things needed to plan and start an indie games company.

I was also lucky enough to be eligible for the New Enterprise Incentive Scheme,  NEIS program, a government run program which provides training and support while getting  your business on its feet. They give you lots of information on book keeping, tax, marketing, financial plans etc. Its been really helpful in getting everything set up. It also helps that my trainer has previously  released an app, her understanding of the specific needs of people starting a games company has been awesome.

Also the community of indies is one of the most sharing and friendly out there. There are so many insights into other peoples experiences, their processes, successes, tips and pitfalls. Gamasutra and the GDC vaults are great resources with such a wide variety of articles in one place. Local meetups and social groups you can find on Facebook, and sites like Meetup.com are also great ways to get mingling with other game devs. For a solo developer these groups are  a great way to socialize, present ideas and get feedback, they are super friendly and helpful and its great to be a part of and support local developers.

There is still a lot to be done on between now and release, and if (computerized) pigs can fly, than anything is possible! I’ll be sure to keep you updated on latest developments.



A new twist of fate!

As the new world order ushers in, take your mind off terrestrial problems with my blog update and game announcement!

It has been a dang long while since my last post, for a quick catch up I returned to civil engineering for 8 months, workin’ for the man to fund games development.  So as of July, apart from a bit of travel, I’ve been back into the fray , keeping Maggi noodles shares high and striving to reach the dream of a games developer (professional).

It began while researching ideas to make a mobile game in a short amount of time, (initially around a month or two max – yeah right..). While meandering around the internet, I came upon Tempest by Dave Theurer from Atari. Apparently the original designer was inspired by a dream about creatures crawling out of the ground.

Tempest Atari

The early prototypes of Tempest were meant to be a 3d version of space invaders, but due to technical constraints the design was changed into what became Tempest, a sort of 2.5d space invaders.

The unique look and frantic action inspired me to create a game using the idea of enemies coming toward the player in 3d space while traveling on circumference of the tunnel.

Here you can see the player movement, a power up weapon and suitcase enemies.

Fluffy Gunners!


I’ve created a variety of different level shapes with increasing enemy waves, weapon power ups, unlockable deadly/cute animal characters,  (who wouldn’t want to play as an augmented rabbit given half the opportunity?). It is being developed for Android, but of course if will be on Apple if it gains interest.

As usual I am developing in Unity and C#, (my white board went through a few iterations of spider webs post-it notes) The 3d assets were modified purchases from the asset store. Also fortunately I also have my talented sister on board who created the players ship, the brief I gave her was: something similar to Roger Ramjets jet, and oula! As you can see in the animation it looks pretty spiffing!

I am also in the process of implementing a purchasing system so that players are able to unlock characters. Actually building an economy into a game is more than a tad daunting. Having spent a huge chunk of time and effort learning  programming, Unity engine and games design. And then actually making something that is not only hard to put down, building a meta game that keeps players returning and make a  purchase is a whole other beast!  Talking to other people who sell there arts or crafts, they had similar feelings, not believing in the worth of their creations usually until getting into the market place and putting themselves out there, they found there work is actually worth more than they give themselves credit for.

So the core gameplay is a stage now where as Winston would say: “Further testing is required” (..I play too much Overwatch)

In other more understandable words, I need awesome people to test the core gameplay, feedback how to make it pop, shimmer and glitter more.  Help me get it to the stage where it is thus proclaimed: “FUN!”.

I’m asking you my  developer friends, friends of friends and future friends!

So if you are up for a bit of arcade space pew pew pew, and want to keep in the loop on  beta testing connect with me on twitter, follow  this blog or send me a good ol’ fashioned email!

Follow this blog for updates and get more information,  -you wonderful fancy person you!

Email me antspantsgames@gmail.com

Twitter me at @John_Garrad