Thunder BANG - 1st lesson in mobile games development
The game puts a heavy emphasis on action, reaction and speed. Main character and socially awkward super hero Thunder BANG has to defeat the hordes of incoming enemies using only his thunderous fists of justice! The player has to swipe the screen in four different directions to attack; one direction for each enemy.
Thunder BANG was the first game from Triolith Entertainment and it shows. We were all learning how to work together and there was a lot more going on than just making the game at the time; we were making a company as well. Thunder BANG never made it far on the mobile market but I'm still proud of the game, because we did finish it and bring it to market. That's the most important achievement for any new development team.
Thunder BANG was the first game from Triolith Entertainment and it shows. We were all learning how to work together and there was a lot more going on than just making the game at the time; we were making a company as well. Thunder BANG never made it far on the mobile market but I'm still proud of the game, because we did finish it and bring it to market. That's the most important achievement for any new development team.
My responsibilities and contributions
The team that would later become Triolith Entertainment formed in August, 2010. We wanted to make mobile games and we wanted to utilize the special features of smartphones. The choice fell on swipe-controls.
Thunder BANG's prototype was developed by me in Game Maker. The game seemed simple enough to produce, so it quickly got greenlit for production.
My main responsibilities during development were:
The game is short and may not look like much, but it still took a substantial amount of time to develop, mainly because we were learning to work with each other and with a new engine, Unity 3D. I'm not exaggerating when I say that 50% of Thunder BANG's development was spent on technical difficulties.
All in all, the game gave me tremendous experience and knowledge about the limitations of mobile games which has only served me advantages in coming productions. I also got to produce a kick-ass soundtrack, so, in the end, I am proud of it.
For detailed information about the game, head on over to http://www.triolith.com/
Thunder BANG's prototype was developed by me in Game Maker. The game seemed simple enough to produce, so it quickly got greenlit for production.
My main responsibilities during development were:
- level design
- sound and music production
- marketing relations (homepage documentation, forum relations, press relations
The game is short and may not look like much, but it still took a substantial amount of time to develop, mainly because we were learning to work with each other and with a new engine, Unity 3D. I'm not exaggerating when I say that 50% of Thunder BANG's development was spent on technical difficulties.
All in all, the game gave me tremendous experience and knowledge about the limitations of mobile games which has only served me advantages in coming productions. I also got to produce a kick-ass soundtrack, so, in the end, I am proud of it.
For detailed information about the game, head on over to http://www.triolith.com/