"Propaganda Lander isn't the only Lander style game available for the App Store, but almost none can claim as much charm and style as 'The Rickster' on his universal campaign of glory." -Andrew Nesvadba, AppSpy (4 out of 5)
Hello friends! Jess here with an update on two new modes for Propaganda Lander: Remix: Survival and Easy Mode.
Remix: Survival is a sensory assault of epic proportions. Players will attempt to survive as long as possible while we throw every nasty enemy known in Rickster’s Universe at them. In order to create this new mode, Tommy has had to re-haul our level editor to offer even more customization. We can now control waves of different enemy types through timing, random amperage ranges and frequency. Therefore, I’ve spent the last couple of days tweaking and testing to create an hyperactive experience. The types of issues I’ve run into mainly deal with offering an experience that has peaks and valleys instead of an experience that amps up only to plateau. What we’ve decided is to offer a sort of three steps forward, one step back mechanic that allows the player to feel like they’ve accomplished a great feat for surviving a particularly hard wave and to facilitate an innate feeling of tension and drama. Also, one other issue I’ve had to deal with is beating Tommy’s high score, but that’s more of a personal policy. The last bits that we have to deal with is optimization for all devices and implementing the soundtrack.
For all you folks that find the Lander to be a little too punishing, we’ve started on an Easy Mode. Easy Mode is exactly what it sounds like, fewer enemies, more power-ups, and less damage make it easier for the casual player to really enjoy Propaganda Lander. I’d have to say that the most difficult part of creating Easy Mode has been striking a balance between making things easier but still retain the challenge. I tend to make levels pretty difficult, look at hardcore mode for example, and it’s been a practice in self-control to really loosen things up a little. We still need to do some testing before we release Easy Mode but I think it’s totally worth it to invite casual gamers into the fold.
You might be wondering what’s been happening in the Smashworx lair. Or more importantly, what’s going on with our super-cool, most awesome iPhone game Propaganda Lander. Have no fear my pretties, Jess here to sate your need for development news. After some “we need to make a couple of bucks” action, we are back to the grindstone, slaving away on The Rickster’s whims. We’re been tinkering with the accelerometer as a new way to fly the ship. Lo and behold, I can now actually steer the ship! Score one for Tommy and Nik. Most of their efforts so far have been in enabling me to master steering. They figure if I can steer the lander with a modicum of skill, every level of player (chimpanzee and other) should be able to steer it as well. We intend to leave the button/thruster system in for those who prefer a different feel but my preference is currently in the accelerometer court.
Tommy has designed a rockin’ level editor so I can plot land and set all sorts of parameters in the construction of the levels. Now the term “rockin’ level editor” may not incite a fury of excitement for you humble readers but as one who has spent far too much of her life (that I can never get back mind you) wrestling with buggy level editors that refuse assets, drop floors, deny any type of after-the-fact editing and offer the flexibility of an 80 year old after a VFW dance off, Tommy’s homespun level editor is a dreamboat. I’ll try and put up some video of the new levels once we fix the emulator.
Nik has been hard at work with the GUI and other interface assets. Through a giant discussion on how a timer should be presented, we’ve finally agreed that rather than a clock or gauge, we would represent time through how much fuel the lander has. I bring this up because one of the lessons of making a game that I’ve picked up is how much one tries to make every asset relative to each other and the overall game production. By forgoing an obtuse clock system, the idea of “space vehicle” is upheld with the notion of fuel consumption. This is a much nicer fit.
We keep working and Propaganda Lander keeps getting better. Stay tuned for news on release dates, development news and general groovy times!
Smashworx presents an exclusive peek into our development process! Here is the third movie of our current iPhone project Propaganda Lander. Check out the new ships! And Missiles galore! Music by David Bowie.
smashworx presents Propaganda Lander! This is but taste of what is to come for Propaganda Lander. Unfortunately, Jess isn’t that good at the game yet, but she’s alright at making movies! More video to come and eventually, a shiny new entry into the iPhone apps library.
Keep up to date with our projects by checking on our blog or at GamePro Labs.