Pocketwatch Games » All Posts http://www.pocketwatchgames.com Enriching Enterainment Wed, 01 Feb 2012 22:48:19 +0000 en hourly 1 http://wordpress.org/?v=3.1 MONACO http://www.pocketwatchgames.com/blog/monaco-product http://www.pocketwatchgames.com/blog/monaco-product#comments Sun, 14 Mar 2010 07:43:48 +0000 Andy Schatz http://www.pocketwatchgames.com/?p=1656 MONACO

Winner of the 2010 IGF awards for

Excellence in Design and the Seumas McNally Grand Prize

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monacoWP_cash_1366_768

Here’s what you need to know about Monaco:

  • You steal stuff.
  • Play by yourself or with up to four friends on the same screen or over the internet.
  • It’s Gauntlet meets Hitman.
  • Meet the new retro: Top down, tile-based beauty.
  • Platforms/Release Date TBA

www.MonacoIsMine.com

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Dinosauria dinos coming to a Blurst near you! http://www.pocketwatchgames.com/blog/dinosauria-dinos-coming-to-a-blurst-near-you http://www.pocketwatchgames.com/blog/dinosauria-dinos-coming-to-a-blurst-near-you#comments Wed, 10 Feb 2010 21:54:11 +0000 Andy Schatz http://www.pocketwatchgames.com/blog/dinosauria-dinos-coming-to-a-blurst-near-you Blurst, known for their goofy, short action games, is renting out the dinos from Venture Dinosauria! You’ll see these beauties in action whenever Offroad Velociraptor Safari HD comes out.

First image:
http://www.flickr.com/photos/flashbangstudios/4347123582/

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Monaco on Facebook and Twitter http://www.pocketwatchgames.com/blog/news/monaco-on-facebook-and-twitter http://www.pocketwatchgames.com/blog/news/monaco-on-facebook-and-twitter#comments Fri, 05 Feb 2010 20:45:05 +0000 Andy Schatz http://www.pocketwatchgames.com/?p=1640 facebookBGFollow Monaco’s progress on Facebook and Twitter. Thrice daily updates! Connect with fans! See videos and screenshots!  Tame lions!  Discover the secrets of your eternal soul!

Become a fan on Facebook

Follow me on Twitter: www.twitter.com/MonacoIsMine

Really, I’m updating these pages constantly, you can talk with other people interested in the game, and talk with me directly while I’m working.  Check them out!

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What colors were dinosaurs? http://www.pocketwatchgames.com/blog/what-colors-were-dinosaurs http://www.pocketwatchgames.com/blog/what-colors-were-dinosaurs#comments Thu, 28 Jan 2010 00:34:11 +0000 Andy Schatz http://www.pocketwatchgames.com/?p=1632 An interesting article was forwarded to me today from a paleontology blog – it talks about the current research into the colors of dinosaur feathers.

http://scienceblogs.com/notrocketscience/2010/01/what_colours_were_dinosaur_feathers.php

I found the article interesting… but what particularly caught my eye was how RIGHT we were when designing the Utahraptor in Dinosauria.  The description of the colors of the theropod in the article very closely resemble the design we put together.  Check it out: (click for a larger image)

Utahraptor-views-03
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MONACO nominated in the IGF http://www.pocketwatchgames.com/blog/news/monaco-nominated-in-the-igf http://www.pocketwatchgames.com/blog/news/monaco-nominated-in-the-igf#comments Mon, 04 Jan 2010 05:54:45 +0000 Andy Schatz http://www.pocketwatchgames.com/?p=1630 I started Monaco as a way to break myself from the doldrums of design… apparently someone thought it worked!  Monaco was just nominated for Excellence in Design and the Seamus McNally Grand Prize in the 2010 Independent Games Festival!

Congrats to all the other finalists and I’ll see you in March!

http://www.igf.com/02finalists.html

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What’s Up With Dinosauria? http://www.pocketwatchgames.com/side-projects/whats-up-with-dinosauria http://www.pocketwatchgames.com/side-projects/whats-up-with-dinosauria#comments Tue, 15 Dec 2009 06:36:20 +0000 Andy Schatz http://www.pocketwatchgames.com/?p=1617 Hi folks- I’m really sorry I’ve been so silent lately. I really appreciate all the patience the fans of Pocketwatch have had and I’m happy all of you have so much faith in me and my work. Anyways, I feel like I owe readers and fans of the Venture Games an explanation for why its been so long since I updated the world on Dinosauria!

When I started Pocketwatch Games, Dinosauria was the game I really wanted to make. But I didn’t feel that I was prepared to make my “masterpiece” and I didn’t feel the technology was ready to handle the types of scenes I wanted to create. Venture Africa did pretty well financially, which allowed me to hire someone full-time to help out on Venture Arctic. Arctic didn’t do as well and sadly, I had to let him go. After a while struggling to try and get sales of Arctic up, I had to take on some contract work. I helped out on a website called Green.com, which was a virtual world for kids that never quite got off the ground. After working for someone else, though, it reminded me why I was in business for myself. So I started working on Dinosauria part-time in about September of 2008 and I was full time on it in January 2009.

Quetzal-03The guys I got to help me out worked feverishly for the next six months. And while the art was looking fantastic, and the research end of things had uncovered lots of great source material (thanks largely to you guys), the one area where I just wasn’t happy was the game design itself. I didn’t feel the game was fun.

If you know anything about game development, probably the most important rule is this: don’t enter full production on a game until you know that it’s FUN. You really can’t progress until you’ve tried out all the variations of your ideas and you have the ones that work. Well, I spent January through July building things, then wiping the slate clean, building another prototype and then starting over. I once again started to run out of steam. I’ve now been working by myself (with remote contractors) for five years, and I was having a hard time making this game into the masterpiece I wanted it to be.

It could be that I was putting too much pressure on myself: some of the advice I got was to just accept that the game isn’t my dream game and just “get it over with”, but I wasn’t comfortable with that. So I decided to take a break from working on it and work on a couple of small concepts I had rolling around in the back of my head. The point was to try to get my design juices flowing again so that I could come back to Dinosauria with fresh eyes.

So I designed some board game concepts that I thought perhaps I could sell alongside the games. (the Venture Africa game is actually a lot of fun, I’d love to get it published at some point). Then I came back to Dinosauria. And I once again found myself in the same position. No matter what I did, the game just didn’t seem fun.

So I took another break. I made a little web game about bowerbirds and neural networks. And I came back to Dinosauria hoping that I was refreshed. Same situation. The mental and emotional stress this cycle was putting me under probably contributed to my “writer’s block”.

So I decided, ok, I’ll take another break, but this time I’ll make something that I consider an “easy” game design, very much different from the Venture Games. I started working on a 2D co-op stealth game, kind of like Gauntlet crossed with Hitman.

Now I should say that my intention for the Pocketwatch Games “brand” has always been fun, enriching experiences that anyone could play with their kids. I think games like Venture Africa and Arctic and Dinosauria have the potential to change the world for the better. That said, I like to play games. I like games like Call of Duty and Hitman and silly, bloody fun like God of War.

So this little stealth game was called Monaco. It was a game I had been thinking about for a long time, actually. The company I worked for before I started Pocketwatch Games even pitched the idea to Microsoft Game Studios in 2003. So I figured I could just work on it a little bit until I got recharged to go back to Dinosauria.

rain1The irony is, after 9 months of struggling to find the “fun” in Dinosauria, I found it after one week of working on Monaco. The darn thing was really fun after ONE WEEK. I figured, well if this is fun, then I should continue working on it. Another week went by and I was making huge progress.

I quickly began to get stars in my eyes. I was developing the game for XNA (the platform you can use to self publish on the 360). It looked to me like I could probably get the thing done in another 3 weeks or so and be selling the game on the Xbox, which would give me another source of revenue. Yay!

mansion2But each week that went by, the game got better and better. I began to think that maybe Monaco had more legs than just a regular old Xbox Indie Games release. It has now been about 10 weeks and the game is fantastic. It’s completely in a different style from anything I’ve done before, which is both scary and refreshing. I can’t wait for everyone to play it.

Luckily, you can at least see Monaco. I just finished up the trailer tonight:
http://www.youtube.com/watch?v=lFnc6Fdhs2k

So the question remains: what’s up with Dinosauria? The animal and plant models are all done, the core animations for all the dinosaurs are finishing up this week, and I hope to return to my “white whale” of a game in the beginning of 2010. I still plan to make Dinosauria the greatest thing since sliced bread. I’m hoping that the distance I’ve gained from it will allow me to look at it with fresh eyes. And the feeling of success from making something truly FUN with Monaco will power me through to the same kind of success in the dinosaur world.

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Be My Bird http://www.pocketwatchgames.com/side-projects/be-my-bird http://www.pocketwatchgames.com/side-projects/be-my-bird#comments Mon, 17 Aug 2009 08:02:27 +0000 Andy Schatz http://www.pocketwatchgames.com/?p=1609 Experimental game… started on Friday at noon, put in about 2 days of work so far. Still re-acclimating to AS3. Enjoy!

BeMyBird.com

Plus and Minus buttons train the neural network — try to get your bird to bring flowers back to his nest!  Eventually he’ll do it on his own.

Previous Experiments:

The Abrupt Goodbye

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Dino-a-day: TRex http://www.pocketwatchgames.com/blog/news/dino-a-day-trex http://www.pocketwatchgames.com/blog/news/dino-a-day-trex#comments Thu, 18 Jun 2009 01:42:47 +0000 Andy Schatz http://www.pocketwatchgames.com/?p=1585 And now… for our final dino-of-the-day… Tyrannosaurus Rex!

dinoofthedaytrex

We’re still in development of course, but this is a shot of the dinosaur in our latest build of the game. Click on the thumbnail to see the full image. Let us know what you think!

And here are the links to our previous Dino-of-the-days:

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DinoProgress: 44% http://www.pocketwatchgames.com/blog/dinoprogress-42 http://www.pocketwatchgames.com/blog/dinoprogress-42#comments Fri, 12 Jun 2009 22:34:02 +0000 Andy Schatz http://www.pocketwatchgames.com/?p=1574 I’ve been working so hard I haven’t had time to update the progress bar!

[pfmeter id=2 target=100 progress=44 display=4]

44%!  This past month we have been doing nothing but eating, sleeping, and drinking dinosaur and it’s starting to pay off.  The game is fully playable now with all the basic features implemented.  Now we have to implement the more advanced features, build the levels, add polish, and prepare for launch!  That’s still a lot of work, in fact it’s about half the project, but at least we are moving along!  Look for a post shortly detailing more of the gameplay of Dinosauria — now that w’eve implemented the basics, we’re ready to talk about what it’s like to live in our little piece of Cretaceous paradise!

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Dino-a-Day: Ankylosaurus http://www.pocketwatchgames.com/blog/dino-a-day-ankylosaurus http://www.pocketwatchgames.com/blog/dino-a-day-ankylosaurus#comments Thu, 11 Jun 2009 04:05:00 +0000 Andy Schatz http://www.pocketwatchgames.com/?p=1568 Our second to last dinosaur: Ankylosaurus!

For our final dinosaur (if you’ve been following along I bet you know which one it is) we’ve got a special surprise in store.  I can’t wait to show it off!

ankylosaurus
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