Quest of Dungeons turns 10 years old!

馃摑 It鈥檚 been 10 years It鈥檚 around 11 a.m. as start to type this. 10 years ago at this hour, I was at my day job, trying to focus and not be distracted by the fact that later that day, at around 18h, Quest of Dungeons was being released on Steam and iOS. For the first time, players around the world could try it. I was quite anxious about this; it had been a few years in the making, mostly nights and weekends....

March 25, 2024 路 13 min 路 2750 words 路 David Amador

game5 devlog #2

I missed last week devlog, mostly because I did almost no progress but also because it was a bad week overall, personally and in terms of work, nothing too bad but you know that feeling when you barely made any progress, despite tons of work hours? So one of those weeks. But onto game5 progress. Importers I managed to finish some of the importers (spreadsheets -> ScriptableObjects + prefabs) that I was working on, right now I can just glance over values on a spreadsheet, tweak, and have it export all the Scriptable Objects, generating the prefabs with corresponding data and images and test them....

October 15, 2023 路 4 min 路 820 words 路 David Amador

game5 devlog #1

Nothing announced, not even a name decided, but I want to vaguely blog about it as a means of brainstorming with myself. I鈥檒l be vague as heck until I鈥檓 sure I have something worth 鈥渉ere鈥檚 a new game鈥, if that ever turns out to be the case. So this week鈥檚 it鈥檚 progress on my 鈥渙n-going not yet announced game because not ready and might be bad鈥 game, which I decided to for now on call Game5 here, so it鈥檚 easier to know what we are talking about....

October 2, 2023 路 4 min 路 685 words 路 David Amador

Unity enshittification round 2, moving on to custom tech.

After mostly a week of anxiety, for thousands and thousands of developers, Unity changed the rules again, and first glance, it鈥檚 better for the immediate problems it would cause for active and in-development games. They removed the retroactive aspect of the 鈥減ay-per-game-install鈥, so only for someone on Unity 2023 LTS+ (launching next year) will that apply, current projects will not be affected. Small relief, as long as we can keep using existing versions with current Terms of Service....

September 24, 2023 路 4 min 路 684 words 路 David Amador

The Unity enshittification, proprietary tech dangers, and mostly not talking about what I'm doing.

So this was an 鈥渆ventful鈥 week in the game dev community. Unity, one of the most well know, and used game engines out there, after years of doing mostly good for the community, pulled a reverse card and broke years of trust the community had on them. Unity announced that they are retroactively charging (for example $0.2) for each game install, after developers hit a certain yearly revenue threshold, which sounds insane....

September 16, 2023 路 4 min 路 830 words 路 David Amador

Some things to consider in multi-platform gamedev

Decided to write a couple things I feel can help a game in the long run when it comes to porting it to other platforms. It鈥檚 always inevitable we have to change elements in a game when targeting a new console/device we never considered, but some considerations, if done from start can save a lot of time, headaches, porting budget, and equally important, avoiding introduction of new bugs due to code changing drastically....

September 4, 2023 路 8 min 路 1502 words 路 David Amador

Vizati 10th anniversary and making if free.

> Hey everyone, wow ok so first of all it鈥檚 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鈥檝e 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....

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

Made a small game for Ludum Dare 42

Hey, It鈥檚 been ages since my last post, feel like things keep getting in the way, also not much exciting stuff lately. But decided to take a break from my current project to participate in Ludum Dare 42, it鈥檚 been years since the last time, also I liked the theme 鈥淩unning out of Space鈥 so I decided to hack something. To try and get out of my comfort zone I made my first game in Unity, so that was a fun experiment....

August 14, 2018 路 1 min 路 172 words 路 David Amador

Some thoughts about a 4 year game dev cycle

As I鈥檓 starting to write this post I鈥檓 on my way to my home town for the holidays, so I may not post it in a couple days. It鈥檚 been a crazy year(s)(?) and I鈥檓 taking these near 4h of travel to write down some things. I鈥檓 sorry if it鈥檚 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 路 9 min 路 1904 words 路 David Amador

My first ever console game is out

Hey, it鈥檚 been a while. For the past few months I鈥檝e been working on porting Quest of Dungeons to Xbox One, and I鈥檓 super happy that it鈥檚 finally out. It was released around a week ago, on September 4. This took some time but I鈥檓 happy of the way the game is played with a gamepad, after a lot of changes to the UI I really feel like it was worth all the effort I put into it....

September 13, 2015 路 2 min 路 299 words 路 David Amador

Suggestion for where to store save games

Standards are a lovely thing, but hard to achieve, it depends on one thing, everyone actually using it, otherwise it鈥檚 just a rule no one cares about. There is one thing that is very common to see in the 鈥済ame sphere鈥: Where are [X] save games located? There are a couple of common directories used but I think as game developers we could do a bit better and using a common location....

April 9, 2015 路 2 min 路 397 words 路 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鈥檓 working on porting the game to Xbox One. I don鈥檛 think this would have been possible without all the gamers that have played and are still playing the game, that鈥檚 what brought all the positive vibe surrounding the game, so a big thank you....

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