First Dev Blog!
Well look at that, a developer blog!
Might as well start out by introducing myself. My name is Mike Wuetherick, I’m the sole dev on Pixel Commandos (so far anyways).
I work at a great company called Roadhouse Interactive as my ‘day job’, where I am the ‘Director of Shared Solutions’ – basically I oversee their central tech division. One unfortunate side effect of being a ‘management type’ is that I don’t spend nearly enough time down in the code actually working on games.
Which brings me to Pixel Commandos. I’ve been tinkering with a bajillion ideas on the side over the past while, but all of the game ideas were either too big in scope or just didn’t get much further than prototyping / experiment mode. Pixel Commandos is my attempt to not only keep the scope small, but also try out a few game mechanics and ideas that I’ve been wanting to at the same time.
Before we had a computer at home, I spent a LOT of time while I was growing up in the local arcades at the mall in my home town. There were 3 games that have been imprinted on my brain forever – namely ‘Commando’, and it’s sequel ‘Mercs’, as well as the classic ‘Gauntlet’. If I could have a perfect smash up of an ideal game, it would combine these games into one.
- Gauntlet & Mercs – for the crazy local coop and multiplayer fun
- Commando – for the difficulty level & random bullet-hell chaos that would ensue
- Mercs – because you could commandeer vehicles & battle boss enemies
- Gauntlet – for the endless waves of crazy enemies
For the past few years, I have been working on mobile free 2 play games, plus I play a ton of mobile games on the side. Some of favorites are endless runners like jetpack joyride, ski safari, crossy road / pacman 256 and their clone smashy road. I’m hoping to combine the mobile-friendly fun & ‘core loop’ of a crossy road with the classic run & gun gameplay from commando / mercs etc.
We’ll see how it goes. As of this writing, I’m at the end of about week 2 of development, if you go by calendar days, but in reality it’s about 4 or 5 days that I’ve actually had time to work on the game. As is the joy of #indiedev, you sneak time in when you can. I’m never sure whether to track schedules by actual calendar days or ‘indie dev work days’, but either way I’m pretty pleased with the progress so far. The core mechanic & gameplay is pretty solid – I’m happy with the movement & camera system so far, and I have the first pass on a procedural environment generation system in place.
Next up is starting to work on data-driving some of the game (so I can tweak game parameters from a google sheet and sync them into the game) as well as getting the startup procedure implemented (which grabs the metadata / inits it, etc). I have some of the startup flow working, just have to finalize it and get the metadata store initialized.
Til next time!