Merged personal and studio blogs into one

I have no idea how many people, if any, are still subscribed to this blog RSS feeds, but if they are, they probably saw a couple of new posts in burst yesterday, apologies. This happened because I decided to merge all the posts from my studio into this one for “cleaning house”. I’ve been thinking about it for a while that I have these 2 blogs mostly abandoned and it’s a shame, I used to be very active, but IRL stuff and especially Twitter and QoD launch got me busy elsewhere and I mostly abandoned blogging, which I enjoyed a lot. It felt like the audiences were in other places so it made more sense. Upfall Studios blog was mostly created as I felt it needed to have a more professional look for the devlogs of all the ports I made, and it helped doing that, explaining the new features, it was a place for players to see the roadmap, and blogs are perfect for that. ...

November 2, 2022 · 4 min · 729 words · David Amador

Vizati 10th anniversary and making if free.

> Hey everyone, wow ok so first of all it’s been a long time since my last post, I keep telling myself I need to return to do more regular posts, but twitter kinda replaced it in many ways for my daily-rambles. However I’ve been trying to work on something new and gotta get back to more regular blogging, but more on that later. Second, but not least important, Vizati is turning 10 years old today (11 June 2010), feels only yesterday we (me coding and Rita with the art) were doing the first puzzles and trying to figure out the best way for making this a fun game. Things changed a lot over the years and the original team is no longer working together, also because of OS updates, like the iOS versions etc or hardware not being around anymore the game has mostly vanished from all stores. The other day I was thinking about game preservation and thought it would be a shame to leave this only in our computers, combined with the 10th anniversary we decided to make it free to everyone, the original game can now be downloaded and played even on the newest Windows versions (thank you XNA). ...

June 11, 2020 · 2 min · 368 words · David Amador

Some thoughts about a 4 year game dev cycle

As I’m starting to write this post I’m on my way to my home town for the holidays, so I may not post it in a couple days. It’s been a crazy year(s)(?) and I’m taking these near 4h of travel to write down some things. I’m sorry if it’s incoherent, this is mostly a dump of thoughts. For those who follow my work a bit more closely you probably know that for almost 4 years the project I dedicated more time was Quest of Dungeons, which started development in 2013. ...

December 29, 2016 · 9 min · 1904 words · David Amador

year review log 2015

Can’t believe it’s almost new year again. It became a habit of mine to to hit pause for a couple minutes, look back, write about it and think about what’s next, this helps me to sort things out. Thank you I have to start with something, a big Thank You for all the people who purchased QoD, everyone who helped spreading the word, the ones who wrote emails, tweeted and help my solo developer work became an even better thing to do. This wouldn’t be possible without everyone who supported me, in one way or another, so even if I do work a lot to make the best possible I can, if no one cared, it wouldn’t be possible, so thank you. ...

December 31, 2015 · 5 min · 856 words · David Amador

year review log 2014

WOW, 2014 is already coming to an end. Can’t even believe the amount of things that happened to me this year, some bad, some good, I decided to make a wall of text. This was been a great year for my game dev objectives. In January I got Quest of Dungeons approved on Steam in only 6 days, which was mind blowing, on March 25th I finally got it released, and during the rest of the year several other platforms got a port, like Linux and Android, both platforms that I never had worked before, so I learned a lot. Finally on October I got QoD approved for Xbox One. ...

December 31, 2014 · 2 min · 415 words · David Amador

I'm a Xbox One developer now, QoD getting a port

So a lot has happened since my last post. Even before EGX I was already in talks with Microsoft for becoming a Xbox One developer and maybe get Quest of Dungeons to XO. I was extremely happy when they accepted both, so right now I’m working on porting the game to Xbox One. I don’t think this would have been possible without all the gamers that have played and are still playing the game, that’s what brought all the positive vibe surrounding the game, so a big thank you. ...

December 14, 2014 · 2 min · 220 words · David Amador

EGX 2014

I had the chance of going to EGX in London this year with Quest of Dungeons. The whole show lasted 4 days and it was AMAZING, met tons of players, and a lot of developers. Everyone was super friendly, so I had a lot of fun. This was the first time I did something like this, so it was a very good way to get feedback and talk in person with players and even some fans of the game. ...

October 3, 2014 · 1 min · 127 words · David Amador

Quest of Dungeons is now available

I’m pleased to announce that Quest of Dungeons is finally out. I didn’t get to make a post on day one, and it’s been nearly two weeks since launch but these past 2 weeks have been one crazy roller coaster. It was released on March 25th, for PC, Mac and iOS. You can get it on Steam, iOS App Store or directly from the site via Humble Store. I released all platforms on the same day, which was something I always wanted to try, and I have to say that it didn’t went as bad as I thought. As some of you know I have a day job so I had to take 2 vacation days to simple answer emails and do quick fixes, especially to the PC/Mac version. With each new software is natural to have problems at launch and Quest of Dungeons was no exception, and right now I’m still working on a daily basis in fixing some stuff and attending to some popular requests/changes from players to the game. ...

April 6, 2014 · 2 min · 309 words · David Amador

First Macbook Pro

I’ve been developing apps on Mac for almost 2 years now. But usually it’s pretty much just a develop on Windows, boot my 2009 Mini Mac, build on XCode and deploy. I always wanted to give it a try at using MacOSX as the main development environment, but the mini mac is too slow and well, Visual Studio. Also I don’t like that new Windows 8 that much. I hope Win9 gets back on track, in the line of Win 7. I never owned a Mac other than the Mac Mini but since recently Apple released some new Macbook pro models, which have Haswell processors and I decided to get one. ...

December 11, 2013 · 2 min · 267 words · David Amador

A new game project and new job

Hey everyone! So a lot of things have happened since my last post. New project I’ve been talking about this via twitter for the past few weeks but this is the first official post talking about it. In last 7 Days Rogue-like I had this desire to make another one, a faster, less feature oriented RL, just explore and kill. I didn’t made much of the prototype at that time, but in the past month I returned to it, worked a bit more intensively and decided to launch it to iOS. The game is nearly finished and I’m just tweaking difficulty and other bugs. ...

October 4, 2013 · 2 min · 370 words · David Amador