Category: Uncategorized

Ch-ch-ch-changes

Merry day-after-Christmas! There’s not a ton in this update, and I’m more or less continuing the theme of last month’s update:┬áregrouping and setting up my next projects.

Unexpectedly, I seem to be onto yet another new project. I was really intending to get back to my turn-based dungeon crawler (really) but an opportunity came up that I’m jumping on. Specifically, I got to talking with a development partner for some projects we are both interested in working on, so yeah I’m doing that now. Good development partners are hard to find, and while I only just met this guy he seems promising, so I’m giving this the ol’ college try.

Basically, he was asking some questions on reddit about how to go about cloning Car Thief. Well as it happens, I’d been considering a series of lightweight management sims like that. I’m a fan of games like Drugwars and Urban Dead, so those seemed like a good way to make some ad-supported games on mobile. Long story short, that conversation turned into an offer of partnership.

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Rebuilding year (er, month)

Not a ton to report this month. I released Demolo last month, which allows me to reflect on it. Meanwhile I’m gearing up to resume working on my first-person dungeon crawler. And then I’ve also been considering a little video project, so I’ll describe that too.

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Demolo review update

Well Demolo is currently being reviewed by Oculus, so that’s certainly forward progress. I’m hoping to release on Oct 31 but don’t know if that’s feasible. Shortly after last month’s update I submitted Demolo to their store for review, and it’s still not ready to release, so that’s very frustrating. Admittedly the hold up was not entirely on their end (more on that in a bit) but quite a bit of this time has been their normal review time, which is just crazy to me.

UPDATE ­čśÇ Email I just got from Oculus:┬á┬áreview is completed and we should be ready for release on 10/31/2018.

At least here’s a pre-release video review, so that you can see the game in action running on Oculus Go:

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Woohoo, about to submit!

Man, there was a lot more to do than expected to prepare Demolo’s submission to the Oculus Store. However I’ve prepared the mass of promotional images and videos they need, so I’ll submit the game very soon, possibly this weekend.

Indeed, I probably could have submitted it the day after I finished the trailer, except I had to pause to put together my GDEX presentation. I’m going to be delivering a talk there this weekend!

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Demolo is playable on Oculus Go!

As laid out last month, there are 3 main tasks in order to port Demolo from the web build to work on Oculus Go: HMD controls, adjusting the UI, and replacing mouse with tracked controller. Well, I’ve done all three, so all the main tasks are done!

Now there’s just assorted polishing left to do (mostly glitches in the UI) and then submitting Demolo to the Oculus app store. I haven’t done a ton of research on their submission process, so I have no idea how long it takes (eg. is there a review period like iOS apps?) Aside from the unknown submission time, I estimate another week and Demolo will be released on Oculus Go!

I will of course be posting another blog update with a link to the live app.

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