Archive for June, 2006

CityScape Battle Teaser

Thursday, June 29th, 2006

I haven’t officially announced CityScape Battle yet, but I wanted to give you guys a sneak peak of the game I’ve been working furiously on the past several months.

In the coming weeks I’ll officially kick off the CityScape Battle dev diary and post tons of info, pictures, and gameplay movies. For now I’ll “tease” you with this one screen shot.


CityScape Battle is an online multiplayer team-based aerial combat game (That was a mouthful).


- Chris Evans

What’s so Deluxe?

Thursday, June 29th, 2006

Hello all, welcome to the first entry of the Pow Pow’s Mini-Golf Deluxe dev diary. If you haven’t already, go over and play the web version of Pow Pow’s Mini-Golf: 

The Deluxe version will expand upon this web game. The Deluxe version will be a downloadable game for both the PC and Mac.

So what makes it Deluxe? Well we’re looking* to have two new courses as well as a small indoor arena for you to create your own little course. The downloadable will not only give you full-screen support but much improved load times. I can also add even more objects to the courses since I don’t have worry so much about the file size of the game. People who are fans of the web game will surely love the new Deluxe version.

One of the questions I get asked a lot is that will the current web game stay free. Not only will the web game remain free but it will stay as-is. Meaning, I’m not going to restrict or cripple the game at all once the Deluxe version is out. Currently the web version has a full 18-hole course that is free to play unlimitedly. But I’m so confident that the Deluxe version will offer enough new content for players, that if you enjoy the web game you’ll be really intrigued by the Deluxe version so I don’t miind giving away a 18 hole course. Enjoy it!

 Progress on Mini-Golf Deluxe is slow but steady. The majority of my resources is going toward CityScape Battle right now. Still, I’m currently modeling all the holes for the new courses. I’ll post some wireframes in a few days (nothing too exciting though). Once the holes are complete, I’ll work on the course terrain.

The nice thing about this Mini-Golf game is that the majority of the code is pretty much done and tested, thanks to the web game. I basically just need to generate content, which I’ve become efficient at doing so it shouldn’t take too long to get the Deluxe version out the door (assuming nothing else gets in the way….).

So check back next week and I should have something new to show.

- Chris Evans


Why the Asterisks?

Thursday, June 29th, 2006

You may be reading this because you’ve seen a few asterisks littered on various dev entries. If not yet, you will see them…

I’ll always put an asterisk next to a word that’s basically a qualifier for what I’m about to say. Meaning, there will be times when I make forward leaning statements such as, “we’re aiming to have 22 city blocks” or “we’re looking to have aerial vehicle transportation”. When you see an asterisk it means the feature I’m talking about is either not developed yet, in-development, or not finalized. Sometimes having aerial vehicles sounds good on paper but in an actual game situation ends up being crap. So sometimes features I mention on this Dev Diary may mysteriously disappear from the final product.

 It’s actually this scenario that’s made me hesitant to be open with my development progress in the past. But now I think the benefits of having a public dev diary outweigh the cons and as long as I’m upfront with the changing status of certain features I think we’ll all be okay and expectations won’t get too out of hand.  Also it may give me an indication what features you guys are most excited about and I may not drop a feature simply because of time-constraints if it will work well with the game and it’s something you guys really want. I really want to get your guy’s input.

What that said, keep in mind I can’t implement all the ideas you suggest. Heck, I usually can barely implement just a fraction of my own ideas. It’s a small outfit I’m running here, so I’ll only able to do so much.  I’m looking forward to your feedback and I’ll try to do my part and keep expectations measured.

 Think of the asterisks as a potential “BS” alert… Wait, should I say that?



-Chris Evans

The Doors are now Open

Thursday, June 29th, 2006

In the past I’ve been reluctant to divulge details of my games in development. Primarily because I didn’t want to promise or talk up features, only to end up yanking them from the game which could leave a lot of people disappointed who wouldn’t have been otherwise. Secondly, I’m a small little developer so I was worried that if I posted some working concepts that were innovative, a bigger company with more money and resources could copy it and beat me to the market.

In regards to my first worry, I’m going to make careful attempts to primarily discuss features that I’m currently working on or have completed and not make too many forward looking statements. As for my second concern, only games which are in mid-alpha will get a dev diary section. I’ll also only create a dev diary for a game if I feel I’ll be going into beta within the next 6 months. Not only will this give some protection from being scooped by the big boys but also the dev diaries will be more interesting for you the reader if the game is in active development and making progress. Also I do public or semi-public beta tests with all my games, so if you’re following along you’ll have a great chance being one of the first people to play the games.

Another reason I wanted to open my doors is that this site gets very quiet between game releases. For about 4-6 months at a time it can get really quiet around here. I started a mailbag section earlier this year, but I felt I needed to do something more to keep things active. I’m going to be pushing to have weekly content over the next few months. These dev diaries will be just one part of it.

Anyway, I also look forward to reading your guy’s comments and feedback on our upcoming games!