Unless you are a hermit in a cave somewhere, you have probably come across in-game achievements.  These are an integral part of many games-platforms, from Steam to Kongregate, with even Minecraft including them too.  The basic theory is that certain actions or behaviours will earn a virtual ‘badge’ that other users can see.

Used well, they tend to give a sense of…  well…  achievement.  Early on in the game, you might get one for completing the tutorial, then another for your first successful battle.  By the end of the game, they are rare and special, awarded for completing the main story or collecting every coin or action figure in the game.

Once a novelty, these have become de rigueur for modern games, something you would be mad to leave out.  Console users rely on them to build up their credibility as a gamer, comparing scores to work out who is the most ‘hardcore’ in a certain group.

When I realised that I had actually spent half an hour of my life trying to ride a pig off a cliff, not to mention trawling a game website for hidden puzzles just to gain a ‘seal’ later the same day, I knew an achievement system was probably inevitable.  The achievements themselves actually work as an extension of the upcoming tutorial system, so it is not a great technical challenge, but I did wonder if they were necessary.

Given the low ‘cost’ here, I can’t see any reason not to.  I am not sure anyone would be offended by their presence…


Here’s a personal one from AnthonyHJ…

While I may be the lead designer of Freya’s Aett, I was not always an indie; much of what I learned, I learned as a salaried employee in a bigger studio.  I want to talk about one of my pre-Freya’s Aett games in this post; it’s called Dragons’ Den and came out for the iPhone and iPad today. [App-Store Link]

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Yes, no news was not bad news this time; it was just proof of a busy period.  Legacy of Heroes is finally reaching that point where it feels like a ‘real’ game.  Many little things have come together to really lift it out into a living, breathing game.

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While Legacy of Heroes remains the main project for Freya’s Aett, it’s not a short-term project.  As such, to get something out there and maybe get the company known, we’re bringing forward one of the other projects to joint-active development.

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Anthony will be visiting the fourth TIGJAM UK from the 4th to the 7th of February this year, so feel free to drop in and say hello if you are in the Cambridge area that weekend.  It looks like it could be a great opportunity to see indie developers in action.

TIGJAM UK 4 Poster

[More Information] | [Book Tickets]

Back to work…

After a relaxing Christmas break, it’s time to go back into the studio.

The place-holder art is ready for city-building now, so it should not be too long before the Facebook App includes an early version of the city functionality, and the combat system is ready for implementation.

Other than that, there’s an indie-developer event coming up (more on that in a future post) and a whole load of back-end work to make the new inventory system work as intended.  More posts to come as we get back into the swing of things.

A slightly geeky post this time, about technical stuff.  No pretty pictures or great insight into the game itself, so feel free to skip this one if you are not technically-minded.  If, on the other hand, you were curious about how I was developing the Facebook version, read on.

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