Alpha Revolver Games

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The final drafts for our music, created by Garry Ferrier, are all completed and uploaded. So those are being added and adjusted.

It has been decided that the daycare is undergoing a few changes once again. We have an ongoing debate about what role the daycare fulfills. One one hand this is a pet game, we want the players to have a sense of responsibility, if everything is just handed to the player without any hardship then it does not have much meaning, no sense of accomplishment. On the other hand we want to avoid making things tedious. We don’t want to make the players work just for the sake of taking up their time.

Darius made a post recently about the Card System, I already have an initial framework set up for showing off the card collection, so all that is needed is adding the cards themselves as they are created. The actual process of getting the cards is the thing that is currently being worked on. I believe the current thought process is having purchasable card packs, possibly earning them when you unlock certain things in the game, and possibly rewards for accomplishing things in the mini-games.

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Card System

In this post I thought I would describe the card system and outline what I worked on today.

As you play the game, you may win a pack of cards or you can purchase them with coins in the shop. Packs of cards come in different colours, offering more cards, or a guaranteed gold card. These cards are an in game collectible that offers the player some lore about a certain pet, area or item.

We believe we will have a good amount of cards on offer, with the card count currently sitting at 105. Additional cards will be created using art assets, that still need to be created, as we wrap up our final mini game.

So as you collect cards they will appear in the card collection, which is laid out like a book. You can flick through pages and click through tabs (which break down the categories) You then will be able to click on the cards individually to see it in full size.

We knew people would no doubt run into multiples of the same card, so what we decided to do was allow people to upgrade their card into Gold after having 5 of the same card. This is great for all the completionist out there. If you still have duplicates afterwards or aren’t interested in obtaining Gold versions, then you can scrap the cards earning a small amount of coins, however you will require to have one remaining. In some packs you may be lucky enough to get a gold version straight away. If it’s a duplicate you will get a little more money than if you scrapped 5 normal versions of the same card.

Today I worked on the wire frame, which breaks down the user interface for the artist and programmer, and allows us to collectively see all how it looks roughly before work goes into it. Tomorrow I’ll be wrapping up the main screen of UI and then moving on to what the screen will look like when you are zoomed into a card, scrapping it, or making it gold.

Stay tuned folks!



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Design Update

Hey Folks

Still working on wrapping up the daycare and shop. Hopefully next week we can finally move onto the card system. Again the card system content is completed as far as it can be until we obtain new assets. All the cards are based off of current assets we have in the game, once we get some more assets for the third and final mini game I will be able to make the remaining cards.

A big reason for us taking our time, is to make sure its perfect. Malcolm and I live on an 8 hour time difference from Alex which at times makes it less than ideal to communicate about the game and outline fixes and changes or answer complicated questions. Our game has a lot of mechanics to it, when you combine the whole package together, and many of our decisions have a knock on affect to other parts of the game.

Thanks for tuning in folks,


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Artist Update 024 – Wish you were here!

We’ve been looking over the areas of development recently. I’m working away on more shop content, additional UI and little bits and pieces required to bring everything together. Darius previously made some Post Cards, which are purchasable in the shop and unlock areas in the game. I’ve been revisiting the art and have edited them slightly for the final version. Here’s a few of them:

I’ve got plenty to be working on, so I’ll get back to it! Keep tuned in for more updates!


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Moving forward

As you may have saw from Stevens post, he now has full time commitments elsewhere but we do need to stress that he is officially still on the project and will no doubt be contributing when he moves on from training and gets settled into work. The training sessions are far too hectic to allow Steven to be able to contribute, but they have nearly concluded.

This naturally lead to some discussion about what to do meanwhile, and to compensate for the fact that Steven will no longer be able to commit the hours he used to. As it stands Malcolm and I both agree that the game is far into development, but many things still need to be done.

Our to do list includes but not limited to

Content Wise – Things that must be done

Nearly Done

  • Daycare & Shop – This is nearly completed, with some assets and programming still need done, but for the most part its complete, really its just wrapping it up and getting it perfect
  • Base Game Tweak – We will need to tweak some of the icons to make sure they are consistent with our mini games. As well as add a few map icons and dynamics to our areas. This is a very small thing.

Still to work on

  • Card System– Functionally we have a version programmed, and we don’t imagine it will change too much, however tomorrow (Tuesday) we will be having a discussion to finalize the design based on Artist and Programming input. Much of the content has been completed, really its programming and User Interface that needs done. Additional content (cards) will be added other assets are made.
  • Options Menu – This should take no time at all, we plan to have few options, but is likely one of the last things we do.
  • Treasure Hunt Game – Whilst we have lots done on this game such as procedural generate dungeons, enemies and traps, we still need to do lots for this game. The enemies and traps still need work in terms of tweaks and touch ups. We also have some small side objectives, that have partially been implemented that need to be worked on. As well as balancing

Planned Content – Not our main priority but to be added before release

  • Player Profile Page – This is in concept stages, but should not take us long. We plan for it to include stats such as most used pet/favourite pet, how long you played the game, and best times and scores. Functionally and Art wise it should be relatively simple.
  • Achievements/Rewards/Quests/Dailys – We plan to add achievements and in terms of art it should be a quick process, in terms of implementing we need to work with iOS & Android systems in order to implement them. Then code from our game needs to connect to that. Rewards & Quests will be based within the game. Therefore this should be easier than the achievements to implement. The dailys are simple and really only require us to tie into the time on the users phone.

Technical – Needs to be done, not usually based on content

  • Testing – Loads of testing, on all different parts of the game. Once we have feedback on a build, we study that feedback, implement changes or tweaks and then test it again, and continue that until we are happy with peoples feedback.
  • Joining the Game together – All our mini games and base game are separate at the moment. We need to join them together into one project and test that whatever happens in the base game affects the minigames and vice versa so that it works the way we intended.
  • Saving – The game has to auto save, so that if the users phone turns off or exits the application it always backs everything up. We need to make sure this works effectively and this will be implemented after the games joined together smoothly.
  • Porting – The game will need to be ported to work on mobile phones, and loads of testing will be needed again to make sure that everything works the way we want. Once its ported and tested, we will submit our product to iOS & Android for release. Once iOS & Android are happy with it, it will appear on store and we will maintain it.

Misc – What the Designer & Artist will do when the technical side is worked on by the programmer.

A trailer – We will work on making a trailer for our game.

Short Intro– Just a video introducing the game.

PR Push – Get our game  versions to reviewers and previewers to discuss our game before release.

Once the content list has concluded and during the time we work on the technical side of the things, we will be looking for an SFX artist to do SFX for the base game and final mini game. All the music is completed for the game and the SFX for the Air Balloon and Monster Mayhem is complete. This will not take a long time to do, and is easily implemented.

It looks like a lot, and whilst it is, on the grand scheme of things, when you take the game as a whole its not. Content wise a lot of things are completed, but still we have stuff to do. Once the content has been completed its really just the technical side of things and building momentum for the game.