Browsing the archives for the Protonaut category

Protonaut is Up for Bidding

Protonaut has been suffering a slow death. Ever since the first beta, it hasn’t generated a single sale and is suffering from a severe lack of traffic. No traffic means no new levels, which means there’s no reason for traffic to keep coming back… One of those old Chicken-and-the-Egg problems. Of course, since I last [...]

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Bayesian Ratings: Your Salvation for User-Generated Content

I’ve been meaning to write this article for about 6 months now, and it’s about time I got it off my chest. I’ll preface this by saying I don’t “know the lingo” of statistics and might get a few phrasings incorrect, but the article should otherwise stand on it’s own. The Problem Protonaut is a [...]

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Protonaut gets Goombas

Protonaut has gotten universal praise on one thing, and one thing only: Shooting. There isn’t much to shoot in the game, and the feature is one almost stripped several times throughout development – but it’s hard to scrap the one feature that makes people squeal with delight. With some recent upgrades to the sound files, [...]

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Signposts: New feature on Probation

Protonaut seriously needs a tutorial overhaul, and I’ve been thinking about how to best accomplish this. I originally envisioned putting “signposts” in the game, with static text on them – then the tutorial would be one big level with a lot of help along the way. Before I had a chance to put in the [...]

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Protonaut Beta Launch: A Retrospective

It’s been nearly a month since launch, and it’s time for a retrospective on Protonaut! First up, I should explain away my absence for the last 30-odd days. I’d like to say I’m busy attending GDC and other business stuffs (which is partially true), but the actual reason has been crushing disappointment. I really shouldn’t [...]

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Protonaut: LAUNCH!

That’s right, after months of hard work Protonaut is finally LIVE! We’ve decided to launch the game in a sort-of open-beta format so we can continue improving it and adding features as we get more and more feedback. We have a lot of big updates and features planned in the future and we fully expect [...]

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Protonaut: Launch Day?

Protonaut is on-schedule for release later today, likely sometime around midnight PST. Still waiting on some music/sound effects, and we have some shuffling of levels to do in the Trials, but otherwise the game is gold. There will be one final build (before launch), so if you want to do us a favour and do [...]

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One Week to Go

Though technically launch date is somewhere around September 10th, I’ve got so much going on there’s only around 6 days of actual work left for me to finish Protonaut. That means I don’t have a lot of time to post here :) Just launched Build 44 on the site which contains a very new introduction [...]

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Working out Replays

My current project, Protonaut, somewhat recently got a “Replay” feature. You can save your victories and share them with your friends! But how to execute the replay feature is really tricky, especially when you only have finite space and bandwidth to dish them out with. Protonaut uses a level editor and a collection of Box2D [...]

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The Pressure to Release on-Time

I am starting to wonder if I can get Protonaut out the door on time. Greg and I set a goal to have the game in releasable form by September 14th – the date I’ll be flying down to GDC Austin. I figured this was a good a date as any – might as well [...]

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