Formosa Game (In Progress)

Upcoming game for iOS


Formosa Game (In Progress)

 

Upcoming game for iOS

Formosa (working title) is a game I'm currently building from the ground up. Development actually started years ago before the introduction of Swift, so it's built in Objective-C. At the time, I experimented with a few of the popular game development applications, but none of them felt quite right or allowed me the ability to tightly control how things functioned. So I made a rash decision to dive into Objective-C and the Xcode application.

The learning curve was incredibly steep coming from a JavaScript-minded background. I took the approach of learning on an as-needed basis, starting from the most basic game structure concepts and building out from there.

Side-scrolling Doodle Jump

My all-time favorite iOS game has long been the original Doodle Jump, quite likely capturing the most playing time in my life. For the longest time, I had wondered what it might be like to have a side-scrolling Doodle Jump. This inspired me to pick up iOS development to see if I could build it myself.

After a few weeks of struggling through Objective-C, I successfully build a working demo. The most difficult aspect of the prototype was getting the momentum motion just right with the goal of mimicing Doodle Jump's feel, which I felt nailed the feeling perfectly.


The very first demo, built in Objective-C in Xcode


Having completed the basic mechanic, the next step was to design a game wholly new, not a simple Doodle Jump clone with a horizontal direction. I knew I wanted it to be an adventure game with a specific start and end, not an infinitely-scrolling game. I created a few diagrams to define the high-level flow.









I then spent quite a long time exploring a large variety of art styles, none ever quite sitting well after repeated looks.












The latest and most likely final character style. Scenes are still in development with rough blocking.




I then explored basic challenges from which to grow more complex challenges.





I also built a custom scene editor in front-end HTML, CSS, and JavaScript, exporting scene code that could be copied and pasted straight into the Xcode build.













Development is still under way with an expected launch in 2018.


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