Gauntlets of Recursion (+3)

Times, trials, and turbulence.

GunDown debuts on the App Store.

So it’s been a painfully long time since my last post. Over the last few years my steadfastness to maintaining an online journal of my development adventures has slowed down. Or, perhaps, the overall amount of game development that I’ve been doing has dwindled instead. Such are the quirks of getting older and shouldering more responsibility. Still, it’s important to me that I chronicle my work, so I intend to be making a solid effort to get back into the routine of posting here.

That aside, I have a lovely announcement to share: GunDown is now live on the App Store! Believe it or not, this is actually somewhat old news. GunDown 1.0 went live right near the beginning of August, and its corresponding promotional website (link) was put up shortly after. Web design, not being one of my fortés, was done by the talented Kristina Foster (link), while I cobbled together the necessary tidbits of HTML, CSS, and minor graphics manipulation. It’s a bit slow to load — grumblegrumblelargePNGsgrumble — but on the whole it’s pretty easy on the eyes and I think it does the game justice.

As of yesterday, I pushed out the first update to GunDown, version 1.1, to the App Store. It includes several bug fixes as well as a cleaned up HUD and some tightened-up controls. The free version, GunDown Lite, has been submitted to Apple, and is just awaiting their thumbs-up before going live as well. Interest in the game has been fairly low, but I expect the relase of a free version will garner some degree of interest amongst the legions of iOS gamers out there.

Barring some adverisement here and there, and maybe a few bug fixes, I more or less perceive GunDown as a finished product. Its development was definitely an enlightening and horizon-broadening experience, but I’m ready to move onto something new after a year and a half. So yes: I am definitely ready for a brand new, exciting project. Several ideas are incubating in my head; expect more from me when I have something a little less ephemeral ready to share. Thanks for reading!

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8 responses to “GunDown debuts on the App Store.

  1. bbarrett September 20, 2011 at 4:56 pm

    Congratulations! I’ll see if I can nab an iDevice to test it on…

  2. Dave (Trapper Zoid) September 20, 2011 at 6:53 pm

    Congrats on getting the game published! I’ll be sure to check it out along with your next project. It’s nice to see a few of the game blogs rumbling back into life right now.

    • Stephen September 22, 2011 at 8:00 pm

      Hey Dave! Grand to hear from you again as well. Who else’s blog has been resurrected lately? Speaking of which, can we expect an update on the Trazoi blog one of these days? =)

  3. bbarrett September 28, 2011 at 4:29 pm

    Goes good. Limited gamedev for the last while, but there may be news in the near future!

    • Stephen September 28, 2011 at 7:20 pm

      Does this mean you’ve been working away on the fencing game, or has a new project surfaced? Either way, I’m excited to read about your recent adventures.

      • bbarrett October 6, 2011 at 6:08 pm

        I played Gundown “lite” on an iPad, very nice. Though I accidentally dismissed the first upgrade dialog, and went through all the way to the last two levels without upgrading. When I finally lost a life, I found (and used) the upgrades. I then was able to complete it.

        We worked a lot on the fencing game, but the core mechanic was very weak and eventually time commitment faded. We have ideas for how to fix it, but I can’t imagine they will happen soon.

        That said, my friend recently posted a video of games he’s been working on to Reddit, which featured some footage from the fencing game. He got a lot of positive feedback, so who knows?

        At the moment I’m working on a different project, after taking a ~4 month break. I hope to write a blog post about it soon.

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