Treads! was released on the iOS and Android mobile marketplaces. Across the two platforms it has been downloaded by over 2,000 players.
Treads! was built using Unity, Microsoft Visual Studio and Photoshop. I downloaded the trial version of Unity in January of 2015 and it was available on the iOS app store 6 months later. It then took a month to port it from iOS to Android.
Both the iOS and Android versions take advantage of the platform's leaderboard, friend, and achievement functions allowing players to compete with each other and the community as a whole.
The enemy spawns are randomly generated following a set of rules that gradually increases the difficulty as the player scores more points providing unique games every round while maintaining control of the difficulty curve.
The player collects 'Supply' during gameplay which can then be spent to increase the effectiveness of their tank and its weaponry. The game was released using the 'Free to Play' model. Players can choose to make an In-App Purchase of 'Supply' to upgrade their tank faster. The game also serves ads in moments when the player's full attention isn't required by the game. (pause and results screens)
The player is given 'Missions' that provides the players short term goals for bonus 'Supply' as well as educating the player on strategies they might not have deduced for themselves.
When the game ends, the player is shown their score. They are also given the option to share their score and a screenshot taken at the moment of their death on Facebook and Twitter for bonus 'Supply'. On iOS the player can also challenge their friends to beat their current high score for additional 'Supply'.
Start Screen Spritesheet
All the sprites, animations, UI, and pretty much everything you see was hand drawn by me in Photoshop.
enemy Tank Spritesheet
All enemies are also given multiple states of damage to keep things visually interesting as well as informative for the player.
Player Controls Spritesheet
The player's controls are simple and visually informative. The player has the ability to turn left and right, boost, and aim their turret at the same time while taking up very little of the action space they are playing in.
Rumble Road was built using Unity, Microsoft Visual Studio, and Photoshop. It was under development for over a year before a Kickstarter was run to fund its completion. Rumble Road was selected and promoted in Kickstarter's "Project We Love" category.
The player is tasked with managing the health, relationships, and finances of a group of amateur wrestlers trying to make it into 'The Rumble'. The biggest wrestling event of the year.
The HUD was built with important information on a constant overlay with in-depth information and player interaction taking place on the 'DROPKICK' smartphone. For example, the cities being driven to and from as well as the distance remaining is on display but to select a destination or get more information, the smartphone is brought up.
Stats and Relationships
All wrestlers build relationships with each other on an individual basis. These relationships and their rank determine a variety of things in the game from which character traits are revealed to the player to performance with each other when performing in wrestling matches. The player is tasked with cultivating these relationships through a variety of methods.
While on the road, wrestlers will have to make stops at a variety of locations including restaurants. Wrestlers have individual likes and dislikes in many things including music, cars, personality types, temperature, travelling speed, and of course food. These have to be managed by the player to keep their morale up as morale greatly influences how relationships grow or deteriorate.
Relationships aren't only built on the road but also at pit stops. These stops are also one of the primary ways the player can increase their stable of wrestlers by meeting and befriending other wrestlers.
Vehicles also have a variety of statistics that impact the passengers that ride within them. These variables include gas mileage, comfort, top speed, maintenance costs, tire wear, and number of seats. These all need to be taken into account when deciding which vehicles to travel in.
Matches aren't fought in real-time but instead planned out beforehand. Individual wrestlers have varying levels of proficiency executing and receiving wrestling techniques. In addition to their individual abilities, the wrestler's relationships with each other impact the efficiency of each technique. The show then plays out according to the schedule created by the player.
Wrestlers will initially perform in tiny venues with small audiences but as they build up their fan base, they will be able to perform in larger arenas that allow them to gain more fans and earn more money.
All work shown here was built using Microsoft Visual Studio, Photoshop, and the Microsoft XNA Framework.