It's been a busy month around Mojiferous Industries, with a ton of stuff going on and not much free time to spend on projects future or past… Never fear however, because I've still been busily imagining the next Mojiferous Industries title, and have a screenshot to prove it! Nothing too exciting or groundbreaking, but at least I've got proof that I haven't been spending all my time slaving in the code mine and playing Modern Warfare 2. So here ya go, a single screenshot of Wholesale Hero iPhone:
I finally broke down and decided just to release Wholesale Hero instead of continuing to add more and more features and drag out development into next year… Nothing real new to report with this final build (#313!) — I fixed a few small problems I ran across, added more comprehensive stats, added help windows when you first start a game (at King Thor's behest) and moved some buttons and text around.
A few things late on a Sunday night:
1) I updated Wholesale Hero yet again, the link is the same (here). Build 286 fixes a few bugs, adds some boring features, blah blah. Here's a breakdown:
~ Fixed issue with shipping round not responding to clicks after second round
~ Fixed issue with saved games not opening correctly
~ Long company names now display more gracefully
King Thor and I have begun work on a new game, born from a concept I dreamt up late one night (quite literally — I had a dream about it). While I won't reveal all the details quite yet, it is a Space Invaders-like game and I've been making some progress on the inner workings… So here's a quick shot of some (tiny scans) of the art I've shat out so far.
So I have three things to tell everyone:
I keep promising to release Wholesale Hero, or a working beta, onto the unsuspecting public, but nothing has yet to emerge from the dark depths of Mojiferous Industries, for a variety of reasons.
In celebration of the newly re-made and transferred Mojiferblog, I rebuilt/remastered the website a little bit:
The other day I had a conversation with one of my coworkers about Mojiferous Industries, my programs, and what the hell I did in my spare time. He had been poking around the website and downloaded a few of my programs and was generally confounded about what the hell they were supposed to do, supposed to be, and why I had even bothered to make something as inane as Zoltan.
That's right, King Thor and I have kind of half-assedly assembled Simoebic Dysentery in preparation for a run at the GameStop Indie Game Challenge, which is by far the most mysterious contest boasting a $100,000 prize I've ever seen. The rules range from inane to nonexistent; for example they define an age range for contestants but never mention how far into beta/production they want this damned game, and they provide special rules for iPhone games yet not for any other platform...
King Thor and I continue to slave away on the latest version of Simoebic Dysentery, and I must say that I am confident that the newest beta build will be better, stronger and faster.