I played Lunar Lander (1979, Atari coin-op) for the first time just a few years ago. It made a big impression on me and ever since, I have wanted to make a game like this.
In Lunar Lander, you try to safely land on a craggy planet before running out of fuel by rotating your ship and thrusting in the desired direction.
Gravitar (1982 Atari coin-op)
Gravitar focuses on flying through caverns and shooting at targets while saving prisoners. It’s very difficult and even has a level where you fly around a planet with gravity pulling you toward the center of the screen.
Sky Diver (1978, Atari VCS)
Time your jump out of a moving plane and pull the ripcord before hitting the target in Sky Diver. Points are scored based on the accuracy of your landing. You have limited steering ability once your parachute is open and must take wind speed into account.
Sub-Terrania (1993, Sega Genesis)
I love Sub-Terrania! Fly around a map using lander-style controls, shoot enemies and save prisoners-but with a snazzy soundtrack and nice presentation.
What does Tappy Lander borrow from these games?
- The gameplay mechanics. Gravity pulls you down toward the target and you control your ship by thrusting in different directions.
- You must not hit the landing pad too hard and more points are rewarded for accurate landings.
- Get bonus points for rescuing floating vegetables, stranded in space.
- Lots of dodging and maneuvering around traps and obstacles.
What does Tappy Lander do differently?
- There is no fuel to worry about. Fly forever!
- Controls are simplified: You can only thrust up, left or right.
- No shooting. It’s all about precision flying.
- In addition to touching items for points, there are items you must collect to complete a set.
- More stuff that I’ll talk about in a future post!
The next post will probably address controlling the game and UI. See you then!
Thanks for reading and be sure to like and follow Tappy Lander on Facebook and Twitter for daily updates.
I had a fellow developer ask me how we had put out so many apps in such a short time and thought I would share my particular experience in creating our pipeline.
Make engines, not apps
We started this with our third app, Coloring Farm Touch To Color. The engine allowed us to change artwork in an image folder and content of an xml file to create a brand new app. We created a farm, safari and princess coloring app with this engine that are very popular. The original code took a few months to create and we added little features as we released new titles. We followed the same process for our puzzle apps, Puzzle Farm, Princess Fairy Tale and Animal World.
We have accumulated a great library of sounds that we reuse frequently and try to reuse code for animations, particle effects, etc. Coloring Farm, Puzzle Farm and Animal World all used the same artwork and they were delivered to us from the artist in vector format with everything separated in easy to manage layers. This allowed us to take parts and rearrange, resize, etc. to build new landscapes, game assets and games.
You have to delegate tasks to free yourself up for new responsibilities. Look for talent and start building relationships with people you can trust to carry on the work you’ve started. We owe our recent successes to Amanda Linn and Matthew Taylor, a brilliant developer and sound designer respectively. We are currently looking for more talented developers who can maintain our standards and vision.
I will continue this series when I am inspired to do so. That’s it for now. I have to get back to work.
Recently Netflix revealed that it looks at torrent services to see what movie and TV shows are in demand in a given area. When I look at the indie game scene I wonder if “big” publishers look to steam, mobile and the crannies of the internet for similar insight.
Apples and Oranges? You may be thinking that torrents reflect consumer needs while indies represent content creators.
What’s the difference? The average twenty-something indie developer has disposable income in his future, and we know he LOVES games. As many indie developers as there are, isn’t that very community a big enough slice of “core” gamers to measure consumer desires?
The very definition of an indie developer is an individual or small team making the games they want to play.