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	<title>Intermediaware &#187; Development</title>
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	<link>http://intermediaware.com/blog</link>
	<description>indie video game developer blgo</description>
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		<title>How I reached 2&#8217;000&#8217;000 downloads on the app store</title>
		<link>http://intermediaware.com/blog/how-i-reached-2000000-downloads-on-the-app-store</link>
		<comments>http://intermediaware.com/blog/how-i-reached-2000000-downloads-on-the-app-store#comments</comments>
		<pubDate>Thu, 28 Mar 2013 03:21:07 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Misc]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://intermediaware.com/blog/?p=391</guid>
		<description><![CDATA[Today I crossed the two million total downloads mark. This is a pretty cool milestone for a small indie developer. At the moment every 7 days more than 100&#8217;000 users are downloading my apps, every month I get around 400k to 500k downloads.  Here is a chart how my downloads developed during the last months: &#160; [...]]]></description>
			<content:encoded><![CDATA[<p>Today I crossed the two million total downloads mark. This is a pretty cool milestone for a small indie developer.<br />
<a href="http://intermediaware.com/blog/wp-content/uploads/2013/03/Bildschirmfoto-2013-03-28-um-03.41.52.png"><img class="alignnone size-full wp-image-399" title="Bildschirmfoto 2013-03-28 um 03.41.52" src="http://intermediaware.com/blog/wp-content/uploads/2013/03/Bildschirmfoto-2013-03-28-um-03.41.52.png" alt="" width="222" height="188" /></a></p>
<p>At the moment every 7 days more than 100&#8217;000 users are downloading my apps, every month I get around 400k to 500k downloads.  Here is a chart how my downloads developed during the last months:<br />
<a href="http://intermediaware.com/blog/wp-content/uploads/2013/03/downloads.png"><img class="alignnone size-full wp-image-395" title="download chart" src="http://intermediaware.com/blog/wp-content/uploads/2013/03/downloads.png" alt="" width="589" height="130" /></a></p>
<p>&nbsp;</p>
<p>So the big question is: How did I manage it to improve my downloads so much without any marketing and advertising.</p>
<p>Well, the popular app stores like iTunes, google Play or amazon are complex, very dynamic ecosystems.</p>
<p>It&#8217;s very hard to make good predictions. Often you&#8217;ll hear things like &#8220;Make a quality product and you will make money!&#8221;.</p>
<p>I&#8217;m very sorry to disappoint you but in my experience this is <strong>NOT</strong> true.</p>
<p>I&#8217;ve seen so many developers that worked hard on their game for many, many months. They created a fantastic end result. They released their amazing game and&#8230;&#8230; NOTHING happend. No Downloads. And &#8220;no downloads&#8221; equals to &#8220;no revenue&#8221;. So sure, quality is important, but it doesn&#8217;t guarantee you anything.</p>
<p>With this in mind I choose another strategy. My assumption was: <strong>Make more apps and you will get more downloads</strong>.<strong>More downloads = more revenue</strong>.</p>
<p>So with this in mind I focused to improve my workflow and tried to cut down the development time of my apps. I don&#8217;t want to get too technical but what I&#8217;ve mainly did to achieve this was:</p>
<ul>
<li>I&#8217;ve created a &#8220;framework/codebase&#8221; for fast prototyping and developing games (reusable components, cross platform, data driven, a scripting language for easy customize existing games/components, tools/editors that integrate well into the workflow)</li>
<li>An easy workflow with lots of automation to create, maintain and publish an app as well as maintain assets and marketing material (description, keywords, screenshots, icons, resolutions for different stores etc.)</li>
<li>Re-Skin existing apps for another target audience (with no or less coding involved)</li>
</ul>
<div>For me this worked very well and I&#8217;m really sure this is reproducible.</div>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Post-Mortem: A platform game done in three weeks</title>
		<link>http://intermediaware.com/blog/post-mortem-a-platform-game-done-in-three-weeks</link>
		<comments>http://intermediaware.com/blog/post-mortem-a-platform-game-done-in-three-weeks#comments</comments>
		<pubDate>Wed, 19 Dec 2012 05:30:14 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://intermediaware.com/blog/?p=339</guid>
		<description><![CDATA[This is how I did a platform game in three weeks that reached more than 150 000 game sessions within the first two weeks. How/Why I started One evening I played around with Tiled &#8211; a great open source map editor. I wrote some classes in Monkey  to load, handle &#38; render those maps (You can [...]]]></description>
			<content:encoded><![CDATA[<p>This is how I did a platform game in three weeks that reached more than <strong>150 000 </strong>game sessions within the first two weeks.</p>
<p><strong><span id="more-339"></span>How/Why I started</strong></p>
<p><strong></strong>One evening I played around with <a href="http://www.mapeditor.org">Tiled</a> &#8211; a great open source map editor. I wrote some classes in <a href="http://www.monkeycoder.co.nz">Monkey</a>  to load, handle &amp; render those maps (You can find the source <a href="https://github.com/JochenHeizmann/Horizon-for-Monkey/tree/master/map">here</a>). I played around with some Turrican sprites. When I played my demo game I just had the idea to do a small platform game for iOS and Android and I came up with <a href="http://app.lk/ASB">Sophia&#8217;s World</a>. The complete game for iOS and Android was done in three weeks.</p>
<p><strong><img class="alignnone" style="float:left; padding: 0 4px 0 0; margin: 0" title="Screenshot" src="http://img.youtube.com/vi/vJBSkuz4ISY/0.jpg" alt="" width="288" height="216" /> The graphics</strong></p>
<p>I&#8217;m very bad at design and graphics. But I had those lovely graphics from a good friend of mine and found it a good idea to use them. I asked him if he could add some animation to some of the sprites and I think he did an amazing job. I also added some nice platform tiles from <a href="http://www.kenney.nl">Kenney</a>.</p>
<p><strong>The code</strong></p>
<p>The coding part was very easy. I did a few platform games in the past (although i haven&#8217;t done one for years), but at least I know where to start and how to do it. Thanks to <a href="http://www.monkeycoder.co.nz">Monkey</a> I were able to run it on various platforms without any additional work. I think the first level with the first enemy, the player sprite, the map and collision was done in one day &#8211; then I added additional things from time to time when I had an idea during I designed the levels (for example the mushroom, the bat and the falling blocks).</p>
<p>Of course I had to fix some bugs from time to time. I worked with various collision layers that I can check against each other but this caused some problems later on. I then added some Interfaces so special objects could be notified when various events are occurring. I hardwired this directly in the collision-layer-code so it felt a little bit hacky because I mixed up two separate solutions (data-driven collision-layer-system with object orientated notify-system).</p>
<p><strong>The level design</strong></p>
<p><a href="http://www.mapeditor.org">Tiled</a> is such a great tool. I&#8217;ve tried out lots of level editor tools in the past and never found one I REALLY liked. I love Tiled because it&#8217;s very easy to handle but because of the customizable properties, vectors- and Rect-Zones it&#8217;s very powerful. Also it&#8217;s open source, so if I ever need a special feature I can easily add it. I exported that data to JSON, cause this was an easy way to load the data into my monkey application. I now even use it for GUI-Stuff. For all my new apps/games I build the gui stuff and requesters with Tiled, export it as JSON and load it in into my application.</p>
<p>For the level design itself I first started to analyze various parts of well-known platformers like Mario Brothers or Giana Sisters. The levedesign was the part that took most of the time. At the current version there are 24 stages, but I will add more soon.</p>
<p>I decided to only scroll horizontal, although it would have been easy for me to add an 8-way-scrolling-routine. But I decided to go for right-to-left-levels because I want to keep things simple. The graphic style and everything is targeted for kids and although I love huge jump&#8217;n'run games where you can explore each level I don&#8217;t want to add this complexity to that game.</p>
<p><strong>The audio &amp; music</strong></p>
<p>The complete sound effects and music was done in about two days. I think I could have put a little bit more effort into the sound effects (and I will probably do) but I was very happy how the music turned out (Listen to it: <a href="https://soundcloud.com/jochenheizmann/sophias-world-ost-the-night">The Night</a> | <a href="https://soundcloud.com/jochenheizmann/sophias-world-ost-the-day">The Day</a>).</p>
<p><strong>What&#8217;s Next</strong></p>
<p>I think I will add some more levels because a lot of players liked it and already asked for more. And I want to improve the &#8220;Get-Ready&#8221;-Screen (it was added in a hurry before I submitted the game to the app stores). I will replace it, so the player has some sort of progress map and can select each level he reached before directly.</p>
<p><strong>Some stats</strong></p>
<p>The weird thing about this little project is, that it was my first project that reached more success across Android than iOS. Within the first two weeks it was played more than <strong>150 000</strong> times. This is huge for me. Remember: No marketing. No PR. I just submitted it to Google Play and iTunes and hoped for the best. I will prepare ports for the Amazon App Store and for Windows Phone. I have zero experience with these platforms so I&#8217;m very interested how they compare.</p>
]]></content:encoded>
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		<title>Why I don&#8217;t add social media buttons to my apps anymore</title>
		<link>http://intermediaware.com/blog/why-i-dont-add-social-media-buttons-to-my-apps-anymore</link>
		<comments>http://intermediaware.com/blog/why-i-dont-add-social-media-buttons-to-my-apps-anymore#comments</comments>
		<pubDate>Sun, 09 Dec 2012 13:54:13 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://intermediaware.com/blog/?p=337</guid>
		<description><![CDATA[Today Facebook and Twitter is everywhere. And I really like those social networks. A few years ago I used RSS Feeds as my main source of daily news and information. Today I check my Twitteraccount and lists. And Facebook is a great way to keep contact with people you don&#8217;t interact with everyday like former [...]]]></description>
			<content:encoded><![CDATA[<p>Today <a href="http://www.facebook.com/jochen.heizmann">Facebook</a> and <a href="https://twitter.com/joemanaco">Twitter</a> is everywhere. And I really like those social networks. A few years ago I used RSS Feeds as my main source of daily news and information. Today I check my Twitteraccount and lists. And Facebook is a great way to keep contact with people you don&#8217;t interact with everyday like former colleagues and friends.<br />
<span id="more-337"></span><br />
Because every developer wants his app/game to go viral they often put in buttons of social networks. I dont&#8217; do it anymore. I also haven&#8217;t included those buttons in my latest mario-like platform game <a href="https://itunes.apple.com/us/app/sophias-world-jump-and-run/id580736805">Sophia&#8217;s World for iOS</a> and <a href="https://play.google.com/store/apps/details?id=com.intermediaware.sophiasworld">Android</a>.</p>
<p>And here is why:</p>
<ul>
<li>I don&#8217;t want to drive my users to twitter or facebook. Instead I want them to spend more time within my game.</li>
<li>If the app is worth talking about it, my users will do. If not, they won&#8217;t.</li>
<li>I don&#8217;t want to force my users to spread the word because it won&#8217;t work.</li>
</ul>
<p>I have facebook fan pages for my apps because it&#8217;s easy to setup and it&#8217;s nice to spread the word around my social network. But I won&#8217;t <em>advertise</em> it anymore within my games. </p>
<p>Here are some numbers of a friend of mine. <a href="https://twitter.com/Kaffeefleck">Michael Contento</a> is owner of <a href="http://coragames.com">Cora Games</a>. His latest game is a <a href="https://itunes.apple.com/de/app/fun-word-puzzle-fur-kinder/id579961422?mt=8&#038;ign-mpt=uo%3D2">word puzzle app for kids</a>. Within the first week people played it <strong>12 000 times</strong>. Those plays generated <strong>90 clicks</strong> on the Facebook Page and <strong>122 on the Twitter</strong> Button. From those who clicked nearly nobody liked the Facebook page or followed the Twitter account.</p>
<p>In my game <a href="http://intermediaware.com/Games/CaptainBackwater">Captain Backwater</a> I included integration so each player can share their achievements. Nearly nobody makes use of it. I see other games forcing the players sharing their stories by offering them something in return like special items or ingame currency. Come on, guys! That&#8217;s lame. Make a better game and people will talk about it.</p>
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		<title>Backwater Mobile: Final Steps</title>
		<link>http://intermediaware.com/blog/backwater-mobile-final-steps</link>
		<comments>http://intermediaware.com/blog/backwater-mobile-final-steps#comments</comments>
		<pubDate>Thu, 11 Oct 2012 01:25:48 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://intermediaware.com/blog/?p=320</guid>
		<description><![CDATA[Last week I submitted the iOS Version of Captain Backwater to the App Store. I really hope it will be live by the weekend (Go, Apple, go!). During this time I prepared everything for the Android port. I’m also working on a flash-based version for Kongregate and Mochi right now. I really hope that a [...]]]></description>
			<content:encoded><![CDATA[<p>Last week I submitted the iOS Version of <a href="http://www.intermediaware.com/games/captainBackwater">Captain Backwater</a> to the App Store. I really hope it will be live by the weekend (Go, Apple, go!). During this time I prepared everything for the Android port.</p>
<p>I’m also working on a flash-based version for Kongregate and Mochi right now. I really hope that a browser-based port will help to spread the word. We’ll see…</p>
]]></content:encoded>
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		<title>Porting my game to mobile devices</title>
		<link>http://intermediaware.com/blog/porting-my-game-to-mobile-devices</link>
		<comments>http://intermediaware.com/blog/porting-my-game-to-mobile-devices#comments</comments>
		<pubDate>Wed, 03 Oct 2012 01:25:00 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://intermediaware.com/blog/?p=312</guid>
		<description><![CDATA[Last year I released my puzzle game Captain Backwater on Windows, Linux and OS X. A lot of people told me the gameplay would work well on touch devices. So one or two months ago I started to port the game to iOS and Android. I’m using MonkeyCoder which is a great cross-platform-language, that I [...]]]></description>
			<content:encoded><![CDATA[<p>Last year I released my puzzle game <a href="http://www.intermediaware.com/games/captainBackwater">Captain Backwater</a> on Windows, Linux and OS X. A lot of people told me the gameplay would work well on touch devices. So one or two months ago I started to port the game to iOS and Android.<br />
<span id="more-312"></span><br />
I’m using <a href="http://www.monkeycoder.co.nz">MonkeyCoder</a> which is a great cross-platform-language, that I like a lot.</p>
<p>For the monetization I decided to go the freemium way. It’s possible to play through the whole game for free. But to unlock the later levels the player need to collect coins. So if he has to less coins to unlock a level he can either go back and play for more coins or can buy some via In-App-Purchases in the shop.</p>
<p><strong>Controls</strong></p>
<p>After a few tweaks the controls turned out great on my iPad. However, as the original game was designed for desktop resolutions in mind, controls are a little bit tricky and frustrating on mobile devices due to the small screen.</p>
<p>I tried several things and also thought about making it available for tablets only, but now I’ve found a solution with that I’m very satisfied. On mobile devices as soon as you enter the game it zooms in the play field. The hit boxes of the items are bigger then and the controls are very smooth. The player is also able to zoom in and out using the typical two-finger touch gesture.</p>
<p><strong>The new look of a mighty pirate</strong></p>
<p>Another thing we changed is the look of the main character. We didn’t like the look of him anymore, so Emmanuel recreated him from scratch. This caused that we had to replace him on some places in-game as well as on the games’ icon. I’m proudly present: <strong>The MIGHTY NEW Captain Backwater</strong>:<br />
<img src="http://intermediaware.com/blog/wp-content/uploads/2012/10/backwater1.jpg" alt="" title="backwater1" width="500" height="258" class="alignnone size-full wp-image-313" /></p>
<p>And here how it turned out in lightwave:<br />
<img src="http://intermediaware.com/blog/wp-content/uploads/2012/10/backwater2.jpg" alt="" title="backwater2" width="500" height="281" class="alignnone size-full wp-image-314" /></p>
<p><strong>Monetization</strong></p>
<p>A lot of time and effort also went into the balancing. As I told in an earlier post, I decided to go for a freemium model. The whole game can be played for free. During the game the player is able to explore hidden coins. To unlock upcoming levels the player has to spent those coins. If he hasn’t enough, he could go a few levels back playing for some more coins or he can order some via In-App-Purchases.</p>
<p>The first attempt was very unbalanced and it forced the player already in the beginning to play the first levels over and over again or spent some real money to buy the required coins. So now I changed it that there are much, much more coins to discover. Also I dropped the prices for the levels to unlock. I’m feeling it’s also much more motivating and rewarding to find lots of hidden coins.</p>
<p><strong>Bugs, bugs, bugs</strong></p>
<p>The rest of time during the last days I spent on hunting bugs, mainly in the GUI System. As I ported the code 1:1 from the desktop version, a lot of things didn’t work on touch devices anymore and OnMouseOut, OnMouseHit and OnMouseOver Events were triggered by mistake. This did take quite some time to figure it out how to fix it, cause the gui system is quite complex and I wrote it two years ago or so .</p>
<p><strong>Performance issues</strong></p>
<p>I had also performance issues on older devices, and the reason for that was the rendering of the in game texts. I’m using Bitmap Fonts for all ingame text. Each bitmap font consists of three layers: Main chars, borders and shadows. Now each frame, each char was rendered in three passes. And this slowed down things quite a bit. I’ve now baked the fonts onto one layer, still rendering each char on each frame – but it’s fast enough at this time. A better solution would probably to pre-render the text that doesn’t change each frame – but for now I’ll leave it that way.</p>
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		<title>Captain Backwater for Linux</title>
		<link>http://intermediaware.com/blog/captain-backwater-for-linux</link>
		<comments>http://intermediaware.com/blog/captain-backwater-for-linux#comments</comments>
		<pubDate>Sat, 15 Oct 2011 00:40:07 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://intermediaware.com/blog/?p=233</guid>
		<description><![CDATA[Yay! Captain Backwater is finally running on Ubuntu. And it wasn&#8217;t that hard! I just had to fix some smaller cross-plattform issues. Here is the proof: I still have some problems with the sound, but I think I will get those issues addressed soon. At all Linux users: Watch the trailer now to know what [...]]]></description>
			<content:encoded><![CDATA[<p>Yay! Captain Backwater is finally running on Ubuntu. And it wasn&#8217;t that hard! I just had to fix some smaller cross-plattform issues. Here is the proof:<span id="more-233"></span><br />
<img src="http://intermediaware.com/blog/wp-content/uploads/2011/10/backwater_linux600.jpg" alt="" title="backwater_linux600" width="600" height="448" class="alignnone size-full wp-image-234" /></p>
<p>I still have some problems with the sound, but I think I will get those issues addressed soon.<br />
At all Linux users: <a href="http://www.youtube.com/watch?v=M4xeArz1Eac">Watch the trailer</a> now to know what awaits you soon <img src='http://intermediaware.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>If you want to support me, you can <a href="http://intermediaware.com/games/CaptainBackwater">preorder now</a>. You will get instant access to the Windows &#038; Mac version. And you will get the Linux port as soon as I finished it!</p>
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		<title>The final steps</title>
		<link>http://intermediaware.com/blog/the-final-steps</link>
		<comments>http://intermediaware.com/blog/the-final-steps#comments</comments>
		<pubDate>Thu, 08 Sep 2011 21:31:26 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Mac OS X]]></category>
		<category><![CDATA[Misc]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://intermediaware.com/blog/?p=187</guid>
		<description><![CDATA[Captain Backwater is more near to completion than ever before. So, what happend during the last two months? First of all I was in holidays in Mallorca with some good friends for 10 days. It was planned to stay there for 7 days but we missed our plane back home (note to myself: never book [...]]]></description>
			<content:encoded><![CDATA[<p><em>Captain Backwater</em> is more near to completion than ever before. So, what happend during the last two months?</p>
<p>First of all I was in holidays in Mallorca with some good friends for 10 days. It was planned to stay there for 7 days but we missed our plane back home (note to myself: never book a return flight again that starts off early in the morning). <span id="more-187"></span>Here is a picture we took in the <em>Megapark</em>:<br />
<img class="alignleft size-full wp-image-188" title="Mallorca 2011" src="http://intermediaware.com/blog/wp-content/uploads/2011/09/malle2011-e1317992192627.jpg" alt="" width="640" height="480" /><span style="font-size: 11px">Mallorca 2011 &#8211; I&#8217;m the one with Dennis&#8217; hand on my face.</span></p>
<p>Back home I first analysed and organized the feedback of the nearly 200 beta-testers. The feedback was great, but it was also a lot of work to put every bug report and every feature idea into my issue tracker.</p>
<p>Then I worked on a lot of <strong>minor and major bugfixes</strong> and thought about which features and ideas I wanted to implement into the final game. On the map screen the player now has two paths he can select from.</p>
<p>The main path contains the path to treasure and fame. During game progression the player can collect hidden coins and catch some bananas. With those the player can buy/unlock <em>levels</em> on the second path, where he can rescue Captain Backwaters big love <strong>Mary&#8217;o'Malley</strong>.</p>
<p>I also worked many, many hours on level design. <strong>The final game will contain 100 levels</strong> (80 + 20), but I will hopefully release level-packs later on and I also hope that the players will create lots of cool user-generated-levels using the easy-to-use level editor.</p>
<p>Whats left is that I have to design the 20 bonus levels, then re-balance some of them and whats left after that is some polishing.</p>
<p>Last but not least <a href="http://graveyarddogs.blogspot.com/">Emmanuel from Graveyard Dogs</a> is working right now on the last missing graphics.</p>
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		<title>Get a free beta key for the upcoming indie hit game Captain Backwater</title>
		<link>http://intermediaware.com/blog/get-a-free-beta-key-for-the-upcoming-indie-hit-game-captain-backwater</link>
		<comments>http://intermediaware.com/blog/get-a-free-beta-key-for-the-upcoming-indie-hit-game-captain-backwater#comments</comments>
		<pubDate>Wed, 15 Jun 2011 22:07:32 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Mac OS X]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://intermediaware.com/blog/?p=3</guid>
		<description><![CDATA[Captain Backwater, the new indie hit puzzle game, is near completion. This sunday evening I will start a closed beta test. For this I need you to have a look at the game and provide some useful feedback (if you&#8217;d like to). If you are interested to be one of the first one&#8217;s to have [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://intermediaware.com/blog/wp-content/uploads/2011/06/Persp-300x225.jpg" alt="" title="Backwater himself" width="300" height="225" style="float: left; padding-right: 10px; margin: 0; padding-top: 0"/><strong>Captain Backwater</strong>, the new indie hit puzzle game, is near completion. <strong>This sunday evening</strong> I will start a closed beta test. For this I need you to have a look at the game and provide some useful feedback (if you&#8217;d like to).<br />
<span id="more-3"></span><br />
If you are interested to <strong>be one of the first one&#8217;s to have fun with our little gem Captain Backwater</strong> (Mac OS X, PC Windows &#8211; Linux will follow soon) please follow those steps:</p>
<ol>
<li>Follow <a href="http://twitter.com/#!/CptBackwater">Captain Backwater on twitter</a> or <a href="http://www.facebook.com/pages/Captain-Backwater/208317879198667">become a fan of his facebook group</a>.</li>
<li>All followers/fans will get a personal message at sunday evening (CET).</li>
<li>You play the game and <strong>you will have a lot of fun being a mighty pirate on treasure hunting</strong>.</li>
<li>If you have suggestions, ideas or problems you send me a message. (I will take every single reported issue or idea very serious!!!)</li>
</ol>
<p>Oh, and by the way: Did I mention that <strong>ALL beta testers will get their name in the credits section of the final game</strong>? Imagine for a few seconds: <strong>YOUR name in a damn COOL game</strong>! True story!</p>
<p>To be honest: This will be the best game I&#8217;ve ever made and I&#8217;m already very proud of it. But I really need your help to make it even better.</p>
<p>Now it&#8217;s your turn:</p>
<ul>
<li><a href="http://twitter.com/#!/CptBackwater">Follow  Captain Backwater on twitter</a>.</li>
<li><a href="http://www.facebook.com/pages/Captain-Backwater/208317879198667">Become a fan on facebook.</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>10</slash:comments>
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		<title>DevLog: Captain Backwater</title>
		<link>http://intermediaware.com/blog/devlog-captain-backwater</link>
		<comments>http://intermediaware.com/blog/devlog-captain-backwater#comments</comments>
		<pubDate>Sun, 03 Apr 2011 23:42:52 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Mac OS X]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://intermediaware.com/blog/?p=8</guid>
		<description><![CDATA[Captain Backwater is a puzzle / brain-teaser game that @Emme73 and I develop in our spare time. NEW: Follow the mighty pirate @CptBackwater on twitter! History lesson Emmanuel had the idea for the game quite some years ago. During this time I started my new job at gameforge and I stopped development. Later, during my [...]]]></description>
			<content:encoded><![CDATA[<p><em>Captain Backwater</em> is a puzzle / brain-teaser game that <a href="http://twitter.com/#!/Emme73">@Emme73</a> and <a href="http://twitter.com/#!/JoeManaco">I</a> develop in our spare time.<span id="more-8"></span></p>
<p><strong>NEW: Follow the mighty pirate <a href="http://twitter.com/#!/CptBackwater">@CptBackwater</a> on twitter!</strong></p>
<div class='p_embed p_image_embed'>
<img alt="Media_httpwwwintermed_sfbai" height="224" src="http://intermediaware.com/blog/wp-content/uploads/2011/04/media_httpwwwintermed_sFBaI.png.scaled500.png" width="300" />
</div>
<div class='p_embed p_image_embed'>
<img alt="Media_httpwwwintermed_lgauq" height="225" src="http://intermediaware.com/blog/wp-content/uploads/2011/04/media_httpwwwintermed_lgauq.png.scaled500.png" width="300" />
</div>
<h3>History lesson</h3>
<p>Emmanuel had the idea for the game quite some years ago. During this time I started my new job at <a href="http://www.gameforge.com">gameforge</a> and I stopped development.</p>
<p>Later, during my spare time <strong>I started to work on a version for Nintendo DS</strong>. When it was nearly finished, I contacted several DS Publishers. Although they loved the game, most publisher told me, that <strong>the market for DS is flooded</strong> and they don&#8217;t want to publish games for DS without big licences. Indeed JoWood was the only publisher that was interested, but they went bankrupt.</p>
<p>Because I really loved the concept and Emmanuel&#8217;s graphics, <strong>we decided to reanimate our old idea and bring it to Mac OS, Linux and Windows</strong> (this way we can offer it for download, without the need for a publisher). We started to work on it at the begin of 2011.</p>
<h3>The gear behind</h3>
<p>Captain Backwater for DS was developed in C++ with the <a href="http://www.nintendo.com">Nintendo</a> SDK (TWL, Nitro) and BitEngine from <a href="http://www.bitfield.de/">Bitfield</a> (great Framework). Here is a video how an early DS version looked like:</p>
<p><iframe title="YouTube video player" src="http://www.youtube.com/embed/vHy9h5wiVtc" allowfullscreen="" frameborder="0" height="390" width="480"></iframe></p>
<p>For the Mac OS, Linux and Windows versions I decided to use <a href="http://www.blitzmax.com">BlitzMax</a> and my own (free) <a href="https://github.com/JochenHeizmann/Horizon">Horizon-Framework</a>. BlitzMax is an easy-to-use yet very powerful programming language. We are also using <a href="http://www.rigzsoft.co.uk/">TimelineFX</a> &#8211; a great particle editor/engine to do all those fancy effects. </p>
<p>Emmanuel and I are also talking about an iPhone/iPad/Android version from time to time, but we haven&#8217;t decided yet. Probably if people like the PC-Version we&#8217;ll make a decision.</p>
<p>For the graphics, <strong>Emmanuel uses pencils, Lightwave3D and Photoshop</strong>. As you can see from the screenshots, he does a great job on the graphics.</p>
<p>I will do the whole soundtrack for Backwater in my home studio with lots of external synths and effect units as well as VST-Instruments and Audio-Units. <strong>Everything is controlled by <a href="http://www.renoise.com/">Renoise</a></strong> &#8211; a great music tracker/sequencer.</p>
<h3>Is it just another puzzle / match-3-game?</h3>
<p>When you have a look at the screenshots, you might think it&#8217;s just another match-3 game or something like that. But that&#8217;s not true. <strong>The gameplay is very different.</strong> The basic rules are simple, but <strong>it will get very challenging</strong> during the later levels. We have also a lot of different special items implemented already, like the teleporter, the skull, the holy gray, the dancing monkey and much, much more.</p>
<h3>When is it done?</h3>
<p>We do the project in our spare time, so <strong>we won&#8217;t announce a release date</strong>. We want to do our <em>perfect</em> puzzle game, so if we need more time, we&#8217;ll take it. I work a lot on small details, which slows down development a little bit, but the results are great so far. Also, we have a very agile development process: If we have a new idea, we&#8217;ll try it and if we like it we&#8217;ll keep it in. If we are bored of Backwater, we&#8217;ll do other stuff. We don&#8217;t want to force ourselves to get work done. I think this will ensure, that <strong>the final game will be of great quality</strong>.</p>
<p>I will probably release a free work-in-progress download if enough people are interested in it. And if you like it you can probably give us feedback, suggestions or ideas for new features we haven&#8217;t thought of yet.</p>
<h3>Keep me up to date</h3>
<p>Here are some more resources for you, if you want to keep informed about development on <em>Backwater</em>:</p>
<ul>
<li>Follow me on <a href="http://twitter.com/#!/JoeManaco">twitter</a> or <a href="http://www.facebook.com/profile.php?id=100001993865496">facebook</a> to get the latest updates</li>
<li>Watch the latest screenshots at <a href="https://picasaweb.google.com/JoeManaco/Backwater#">Picasa</a>
</li>
</ul>
<h3>Completed Features:</h3>
<p><span style="font-size: 11px;">(last update: April, 3rd, 2011)</span><br />
Basic gameplay, ingame gui, level-editor, level format (save/load routines), secret coins, game event system, dialogs, tutorial system, particle system, teleporters, undo/restart buttons, talking Backwater avatar,  bones, holy grail, dancing monkey/bananas, arrows, skull (bomb), blur of color, score system / balancing, dynamite, player profiles, auto save, hammer, ice block, paint brush, rotation arrow, stop sign, ingame message system, all level- and bonus-level-design, &#8230;</p>
<h3>Features left to do:</h3>
<p>polish level complete stats, final testing</p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
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		<item>
		<title>Aiolos</title>
		<link>http://intermediaware.com/blog/aiolos</link>
		<comments>http://intermediaware.com/blog/aiolos#comments</comments>
		<pubDate>Sat, 19 Jun 2010 05:49:48 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Mac OS X]]></category>
		<category><![CDATA[Windows]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[free game]]></category>
		<category><![CDATA[free to play]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[indiegames]]></category>
		<category><![CDATA[mac]]></category>
		<category><![CDATA[osx]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[win32]]></category>

		<guid isPermaLink="false">http://intermediaware.com/blog/?p=61</guid>
		<description><![CDATA[I have finished Aiolos &#8211; a new prototype of a game idea I had. A game with interessting controls. As I promised this game is completly free for you and I have it ready for Mac OS X and Windows. Now it&#8217;s up to you: Download it, have fun, and let me know if you [...]]]></description>
			<content:encoded><![CDATA[<p>    I have finished <em>Aiolos</em> &#8211; a new prototype of a game idea I had. A game with interessting controls. As I promised this game is completly free for you and I have it ready for Mac OS X and Windows.<span id="more-61"></span><br />
Now it&#8217;s up to you: Download it, have fun, and let me know if you like it, what I can improve and even what you don&#8217;t like.</p>
<ul>
<li><a href="/downloads/Aiolos.exe">Download Aiolos for Windows</a></li>
<li><a href="/downloads/Aiolos.dmg">Download Aiolos for Mac OS X</a></li>
</ul>
<div class='p_embed p_image_embed'>
<a href="http://posterous.com/getfile/files.posterous.com/import-whkm/oFpEjJqCnendtafdColqbofFfrtAqikmazDpGccchohdciwEgzhgGEpldwDq/media_httpwwwintermed_kzaCl.png.scaled1000.png"><img alt="Media_httpwwwintermed_kzacl" height="369" src="http://intermediaware.com/blog/wp-content/uploads/2010/06/media_httpwwwintermed_kzaCl.png.scaled500-300x221.png" width="500" /></a>
</div>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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