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Plan for Adrian Tysoe

Plan for Adrian Tysoe
Name:Adrian Tysoe
Date Posted:Dec 23, 2004
Rating:4.0 out of 5
Public:NO
Comments:YES
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Profile Page:View profile page for Adrian Tysoe

Blog post
A glance at the last 12 months as an indie.
Wow, the other day I was cleaning up my web server and collected all the media I had into one place. I've done quite a lot of work in the past 12 months, starting with the release of Aerial Antics, and then Market Value. Plus Several other projects.

I threw a bunch of media together on a simple web page for people to look at should they be interested. Both video and screen captures. I was surprised just how much stuff there was so I'd recommend having broadband.

s93153354.onlinehome.us/media/Media.htm



So far I've been working in two 2 man dev team on seperate projects, Mainly because J hasn't been able to work on Leadfoot games full time. One good thing about this is that I've felt the urge to start coding (its been over a decade!) since I last wrote a single line of code, it certainlly seems a lot easier the second time around lol.

In only 2 weeks I allready completed a simple contract game job, only $100 but it actually took me less than a day (its a VERY simple 2D game lol).

Anyway, looking back over the year, despite not making a lot of money we have gotten some recognition, and AA has been features in several commercial gaming mags both national and international, plus the amount of contract game job offers has grown immensely so overall a good year and I can actually see Indie Games development as being a viable business so long as I keep working at it full time.

Recent Blog Posts
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11/02/05 - Plan for Adrian Tysoe
10/11/05 - Plan for Adrian Tysoe
08/24/05 - Plan for Adrian Tysoe
12/23/04 - Plan for Adrian Tysoe
07/24/04 - Plan for Adrian Tysoe
09/26/03 - Plan for Adrian Tysoe

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Michael Cozzolino   (Dec 23, 2004 at 18:33 GMT)
Good luck to you. AA seems to be like a game that will give you sales over a long time, you probably won't get rich but I could see it adding up over time.

Adrian Tysoe   (Dec 23, 2004 at 19:52 GMT)
Thanks for the kind words Michael.

We will probably give AA an overhaul sometime in the future. We should be able to get the game running on mac and linux platforms fairly easily, and at the same time update the graphics a little and add some multiplayer gameplay as that seems to be what everyone we asked wanted.

If we release the gameplay editor that lets you set up your own levels and scale your gameplay items people will be able to quickly set up their own missions too as the gameply AI is pretty much automatic and just needs yo to lay out your rings in order of completion.

Nauris Krauze   (Dec 23, 2004 at 21:20 GMT)
Adrian, I have actually always wondered about the Aerial Antics name - I think its not catchy enough and doesnt really give idea of something..you know "cool" and "stuff" :)
Maybe, when you do the overhaul, its worth changing the name as well?

Charlie Malbaurn   (Dec 23, 2004 at 21:53 GMT)
I like the name Aerial Antics. It's catchy and,well, describes the game.

But thats just my opinion

Jason "nuvem" Kozak   (Dec 24, 2004 at 02:20 GMT)
Freaky, the models in ball-breakers looks a lot like what I was working on, except with much better art :)

http://rb.xfrm.net/

Jeremy Alessi   (Dec 24, 2004 at 03:22 GMT)
Yes indies can definitely make it! It's time consuming but I usually feel it's worth it in the end. Also, sorry about the past few months ... times are tough right now :(

Joshua Dallman   (Dec 24, 2004 at 04:32 GMT)
great art! keep the indie dream alive

Adrian Tysoe   (Dec 24, 2004 at 15:07 GMT)
Hey thanks for writing guys. I quite like Aerial Antics as a name, but am not sure about the story behind the game. we have had quite a few suggestions in this area from other publishers too, who would prefer several distinct characters rather than one purposefully faceless generic one. And something a little more mission based.

The idea behind AA was Jeremy's and I just came in to do the artwork and suggested things that I felt would improve what was otherwise a 80% finished game that needed polish.

Next time around we will probably duke it out a bit more and have a better product for it. It's funny but in gaming terms Jeremy and I are on opposite fields, he being much more into old school comsole and arcade type games, and a huge nintendo fan. Where I come from the old 8 bit computers, amiga and PC gaming world. Causes quite a bit of tension sometimes as we like totaly different things and rarely agree. But when you find a compromise you tend to get a better game for it.

Part of the reason I started to program again is so that I can hopefully take over some of the tedious front end stuff that Jeremy doesn't like, like the front end GUI/menu's and general presentation and navigation before the game starts. (one of the other areas where I think AA is weak, allthough back then we had a fairly poor art path, I can actually create all the menu's much like you might a web page now, wysiwyg from within 3DSmax) but someone still has to code the actions much like you would in dreamweaver.


heh Jason, that does look a lot like blasterballs :)... nice ;)

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