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  Godfinger  (Read 1233 times)
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Offline Eli Delventhal
« League of Dukes »

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Posts: 3573
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Game Engineer


« on: 2010-06-29 23:08:02 »

Hey all,

Godfinger was released globally while I was off work doing wedding final-type-stuff. It's the game I've been working on since I joined ngmoco (coming up on 3 months or so now). It is a totally awesome game, way way better than Valet Hustle ever was.

Since I joined towards the end of its lifecycle and am officially the "Live" engineer for it (I update it / support it / etc.) it is definitely not my work, for the most part, but  I did a fair amount to it and will be doing more in the future.

So, have a look! It's great fun. It's iPhone/iPod and iPad only.

http://godfinger.ngmoco.com/



See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
Offline appel

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I always win!


« Reply #1 on: 2010-07-01 11:06:12 »

Looks really cool. Idea reminds me of Black & White.

Always fun to work full time with graphic artists and other developers, amazing what you can do Smiley

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Offline CommanderKeith

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« Reply #2 on: 2010-07-30 01:54:37 »

Graphics look great on this, beautiful gradients, very fresh looking. I suppose there were lots of artists working on it?

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Offline Eli Delventhal
« League of Dukes »

JGO Kernel
*****

Posts: 3573
Medals: 44


Game Engineer


« Reply #3 on: 2010-07-30 10:08:48 »

Graphics look great on this, beautiful gradients, very fresh looking. I suppose there were lots of artists working on it?
The project actually started with just one artist, who did the bulk of the drawings and animations (Rex Box is his name), but a lot of the content has been done on a contract basis for weekly updates. The updates are pretty much what I'm responsible for, along with some client work.

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
Offline elias4444

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Posts: 231



« Reply #4 on: 2010-07-30 12:32:47 »

Out of curiosity, what language did you use to program the game?

Offline Riven
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Hand over your head.


« Reply #5 on: 2010-07-30 12:58:31 »

Out of curiosity, what language did you use to program the game?

It's iPhone/iPod and iPad only.

With Apple's ridiculous restrictions on 'original language' ... that means it's written in Objective-C.

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Offline Eli Delventhal
« League of Dukes »

JGO Kernel
*****

Posts: 3573
Medals: 44


Game Engineer


« Reply #6 on: 2010-07-30 17:51:50 »

With Apple's ridiculous restrictions on 'original language' ... that means it's written in Objective-C.

You got it.

I found it was rather easy to go to ObjC from Java - you can code with more or less the same practices without having many issues. The big deal is memory management, but if you read up on it you're good to go.

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
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