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Checkin’ In #6

Posted on June 25, 2013 by 0 Comments

Checkin' In #3

Now that Lunch War is mostly sound on both platforms, what’s next? Three things:

  • Making a launch trailer.
  • Submitting the game to Apple and, as soon as it’s definitely up to par with the Apple version, to Google as well.
  • Contacting press sites.

So, pretty soon Lunch War will be submitted to Apple for review, and then to Google soon after. The whole process should take about ten days at most on their end. While both companies are reviewing Lunch War for their respective marketplaces, we’ll be working on the trailer. Once both companies approve Lunch War, we’ll decide on an exact release date, and then on that day we’ll put up the launch trailer and send it, along with the press kit, to any and all sites that might be interested in some lunch lady-themed mobile madness.

-Matt

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Checkin’ In #5

Posted on June 11, 2013 by 0 Comments

Checkin' In #3

Video games in your living room? That’ll never sell!

Hey, speaking of video game conventions and expos, The Automatic Gentlemen will have a booth at TooManyGames, located in the Greater Philadelphia Expo Center. We’re going to have Lunch War playable on an iPad, a Nexus 7, and an iPhone, and we’ll have posters for sale to cover our steep Taco Bell expenses.

There are going to be a ton of indie games there, so come on down! If you want to stop by and say hello and hang out with other folks who share your affinity for coins and 1-ups, you can find more info on how to do so right here.

As for Lunch War? It is like *this* close to being done. It’s 100% on iOS, but Matt is ironing out some performance issues on Android so it can be silky smooth at launch.

-JP

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Checkin’ In #4

Posted on May 27, 2013 by 0 Comments

Checkin' In #3

We’re getting there, I think? Yeah, we’re definitely getting there.

Lunch War’s story mode has been rebuilt and a beta of it has been sent out! We had a brief scare that the game wasn’t running on Android, but that has been for the most part sorted out, thankfully. I’m doing gameplay balancing and JP is putting some finishing touches on the sprites to make sure they scale well on all devices.

After that, we have a survival mode beta to send out, a launch trailer to make, and press sites to contact.

-Matt

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Checkin’ In #3

Posted on May 14, 2013 by 0 Comments

Checkin' In #3

This is me right now.

Besides being stunned by Lunch War having an article on Game Informer, it’s made me… psyched out of my mind? Last night when it was first posted, I was definitely shaking; since sleeping on it, that feeling has turned into a steady motivational hum in the back of my mind, and it feels great.

Hey, did I mention before how someone on the Stencyl(the program Lunch War’s made in) forums found a way to significantly reduce lag in his game? It doesn’t look like I’ve brought that up before, so that is now a thing. Matt’s been rebuilding the game using this guy’s tips and it’s been a relief to see that, despite doubling our enemies since PAX,  the game runs a lot more smoothly now than it did a few months ago.

While Matt is working on that, I have the fun task of retooling Lunch War’s survival mode. Until now, it’s just been ten waves of increasing amounts of enemies, but we’ve introduced health and speed modifiers and I need to find out how those get along, in terms of game balance, with our new PAX-updated enemy numbers and controls.

There also are some announcer voice-overs that we recorded and might insert in an endearing “Wise Fwom Your Gwave” way, but that also depends on how well it fits in with the rest of the game. We will see!

Our post on the mobile games we’ve been playing is coming on Friday!

-JP

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Checkin’ In #2

Posted on April 30, 2013 by 0 Comments

Checkin' In #3

Second Checkin’ In post! Man, what a two weeks and two days it has been.

The Lunch War gameplay changes we mentioned last post have been implemented and, much to our relief, performance is steady despite the doubled enemies in each wave. Which is great, because more enemies means more intense and exciting gameplay(as Dynasty Warriors has proven time and again).

Really though, we’re very pleased with the results and we’re psyched to show it off in our commentary/introductory video, which will be posted by Thursday on the site!

-JP

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Checkin’ In #1

Posted on April 14, 2013 by 0 Comments

Checkin' In #3

We are starting our first post series today! Any accomplishments or updates we have going/have planned in the past two weeks will be rounded up in this neat, bi-weekly submission we’re calling “Checkin’ In.”

So at PAX East 2013, we were fortunate enough to get a lot of great feedback on our demo version of Lunch War from both game developers and PAX attendees. We’ve been right back at work since returning, making tweaks and changes to the game based on people’s suggestions. Namely, I’ve been implementing a slider to move Augusta, replacing our previous tilt controls, and streamlining code here and there(not exactly PAX feedback, but important nonetheless). JP in the meantime is revamping the sound effects and adding more wear/tear to the <50% health boss sprites.

The big comments we got were to make the player feel more involved, so we’re doubling the enemies, halving their health points, and adding more engaging, appropriate touch controls. Later this week, I’ll make a video of the game and the changes we’ve made to it; it won’t really be a trailer, but more of a development-style video with me talking about what’s up with the new and improved Lunch War.

-Matt

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