Archive for the ‘Marketing’ Category

Introducing SPUDZOOKA

Thursday, December 13th, 2007

It’s simple. It’s fun. It’s vegetarian. It’s SPUDZOOKA.

SPUDZOOKA is a potato cannon shooting game (as one reader already guessed). It’s designed to be super easy to learn and (I hope) really fun to play.

I’m still in the early stages of development, but things are coming together pretty quickly.

Some features
Like most casual games, SPUDZOOKA is built around a simple game mechanic. In this case it’s shooting potatoes at targets. There are a million target shooting games out there, but this one will have a few features that I hope will make it stand out:

  • Play in 3D. Most casual target shooters are still Flash-based. SPUDZOOKA’s realistic 3D environment should make it more immersive.
  • Customize your cannon. As you progress, you’ll earn points that can be spent on new parts for your potato shooter. Barrels will affect ammunition and fire speed. Combustion chambers will affect power. Stands will affect accuracy.
  • Use various kinds of ammo. Potatoes come in all shapes and sizes, and they’re all good for shooting.
  • Vent your frustrations on inanimate objects. Part of the fun of SPUDZOOKA is finding targets, which are often hidden behind obstacles such as boxes, crates, shelves, and barrels. You’ll have to use your potatoes to knock them out of the way.

I’ve got some other features in mind, but they will take a bit longer to implement. Casual games are at their best when they’re addictive, and that means you can keep coming back without playing through the same content every time. I’ll save the details of my plans for another post, but my idea should keep things interesting.

I’ll post a test level for everyone to play as soon as it’s ready. I’m leaving the country on a long vacation right after Christmas, so I hope to have something ready by then.

A tricky concept

Tuesday, October 9th, 2007

I’m sure all of you who regularly read my posts (thanks) are probably wondering when you’ll actually get to see something other than a little blue man and a crate. In fact, how can you be sure that I’m really developing a game at all? I haven’t mentioned its name, given any insight into characters or plot, or even shown any concept art. My blog’s appearance is pretty bare; it’s just a stock Blogger template. I haven’t mentioned a web site. The list goes on.

So when can you expect me to deliver something real? I’m working as hard as I can (damn that day job) to create something reasonably professional for you. I don’t want to embarrass myself, after all. The truth is I’m learning as I go, and that means a good deal of trial and error.

Beyond the tortoise-like pace of development, my real hesitation is a desire to promote this video game in a meaningful way. The blog is obviously a part of that strategy — an experimental way to build an audience (tell your friends) and a game at the same time.

Now, one approach to the blog would be simply to post every asset I create one at a time. This would lead to a wonderfully long list of posts showing off disconnected, even random pictures of boxes, trees, buildings, people, animals. It would also leave no surprises for the game itself. If you’ve already seen all the locations and read about all the characters’ inner-most secrets, why would you play? (If you are interested in random pictures, you will transfixed by this endless slide show.)

So I have to control myself. I will want to post pictures of everything, but, no, the trick is to write interesting (and I hope enjoyable) posts while establishing a controlled leak of information that will help build a grass-roots interest in this game I claim to be creating. I mean, how could it not work?