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Month: July 2013

Prices & Platforms (More Info on Six O’Clock High)

Prices & Platforms (More Info on Six O’Clock High)

19072013

Good afternoon! I’ve been working hard to finish SOCH this last week. It’s practically complete on Xbox 360, Windows Phone and Flash, with the Android and iOS versions still left to do. So I’ve been thinking a lot about the release and pricing etc. The game’s going to cost about $1 on all platforms basically. The only undecided one being the PC download which will either be sold for $1 on a service like Desura, or just completely free (I haven’t decided).

Anyway, I hope this sounds good. I feel like it’s a good price as it was always designed as a small, simple but incredibly fun game and, although I’ve play tested it into the ground so I can’t really tell any more, I think I’ve achieved that. There was a period of time shortly after getting the basic mechanics working I couldn’t stop testing it just because it was a lot of fun to play! So I might blame the months delay on that, but more accurately it was a combination of misjudging the time it takes to do things a little and adding a few extra features.

But enough! Here’s the official trailer, I hope it whets your appetite:

If any of you reading this happen to be XBLIG developers, the game is currently in peer review right now. If you have something you need reviewed yourself, review SOCH and I’ll review your game in turn 🙂

 

Six O’Clock Late

Six O’Clock Late

09072013

It’s been another little while since the last update so here it is. Work on Six O’Clock High, or ‘SOCH’ as I’ll refer to it has been going well. It’s not out yet, no, so I’ve missed my original target– but I hope this is for the better as the reason behind that is because I’ve decided to add a few things.

Namely Zeppelins (which help diversify the game’s enemies a little, and are super satisfying to shoot down). Also a small storyline element that explains the back story of the pilot and gunner which I’m pleased with.

I’ve been developing the game for multiple platforms, and I’m aiming for a simultaneous release on all of them. Currently I’m working on the Xbox version, which runs very smoothly and works nicely. It won’t be too long before I have a load more screenshots and a trailer to share!