Nuclien – How I developed a game…
For a long time now we've had our Dev Diary (short for Developer Diary) section here at PocketFullOfApps, which is dedicated for any guest posts, editorials, or any big articles we publish. For a first time, we have a Dev Diary article devoted to how a game was made or an account right from the developer's point-of-view. So with out any further to do, you can read James Barnard's Developer Diary on his game, Nuclien. [caption id=attachment_47675 align=alignright width=128] The man himself, James Barnard.[/caption] [dropcap2]A[/dropcap2] long time ago in a country far far away I started thinking about what it would be like to develop games for a living. Sometime later after a mostly failed carer as a musician I found myself working at a company in the middle of England engulfed by concrete towers called “Full Fat”. It was a small company making mainly handheld games for the Gameboy Advance, PSP and Nintendo DS. Because it was so small I got to try my hand at pretty much everything and learned a mountain about how to make games. I headed off in to the sunset and ended up in Singapore working at Lucasarts as a lead designer on several big budget Star Wars games, while Full Fat set off in a new direction eventually starting to make iOS games like Flick Golf, Coin Drop and most recently the excellent Agent Dash. I’d say Full Fat were thinking in the right direction, having worked on the birth of touch screen gaming with the NDS (Nintendo DS) it made perfect sense for them to get on board with the iOS platform, and step away from the stagnating console market. I found it very hard to pluck up the courage and do the same, casting aside a steady salary and jumping on the indie train, but somehow here I am! I want to talk about my second title: Nuclien. The game is built on a simple concept, a selection of numbers appear on the screen in random positions and you hunt though them trying to count from lowest to highest, or highest to lowest...or when things get really crazy you count in both directions at the same time. The numbers aren’t always sequential, so you might have 3 number sixes, and then after that need to tap a number eight (because there isn’t a number seven on the screen). It all comes together to make a very addictive and compelling experience (or at least so I am told!). You can read the rest of this developer diary by clicking the following link.
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