DreamBuildPlay and Beyond!
The DreamBuildPlay2011 submission deadline arrived a few days ago, and we’ve all taken a well-deserved break. The final weeks saw us through the expected crunch period, where we were spending many hours a day ensuring SoL was of an acceptable quality. We’re quite pleased with the result, which is showcased in the game trailer:
Our actual submission to DBP can be found here.
We hope to have SoL qualify as a finalist, as this would make us rather happy and proud. Being a finalist would mean the game ranked in the top 20 out of the almost-300 games submitted in the competition. However, these results won’t be revealed until late August.
The total development time, including design and prototyping, was just under 14 weeks; we started shortly after the competition began. We created everything in the game — no resources were developed externally (the only exception being some royalty-free sound effects, but even those were remixed and edited heavily). The soundtrack took roughly five days to produce, and I think it came out quite nicely. If you’re a fan of the aural arts, you can listen to it here:
With DBP out of the way, we’re preparing for the Xbox Live Indie Games (XBLIG) release, which will add a few gameplay features and extra polish to the game. We’re also hoping to distribute this on Steam for a PC release. I’ve also been learning iOS/Cocos2d for a potential iPhone/iPad port, which has proven to both exciting and challenging — there will definitely be more updates about this as it develops.

