Games now come in many genres and styles and we all have our favourites, and we eagerly await the next exciting blockbuster to make our jaws drop at the incredible talent of teams working on the bleeding edge. However, not everyone works for a big developer; in fact, not everyone does this as a full-time job!

If you’re just doing it for the fun of it then that’s great and we cheer you on. You’ll also need every resource you can get your hands on. One such resource could be older sound recordings and books that have just left copyright and are now available for you to either incorporate or base your game and projects on. According to the Duke’s Center for the Study of the Public Domain titles such as A. A. Milne’s ‘Winnie-the-Pooh’ and Ernest Hemingway’s ‘The Sun Also Rises’ have now entered the public domain! There’s also over 400,000 early sound records – maybe ideal in some haunted mansion game ? Why not check them out and see if your games can make use of (and keep alive) some early 20th century media?

The latest version of  AppGameKit Studio was released in December which included a number of fixes and tweaks for the main programming IDE. You can read about the changes in detail HERE. We’ll be releasing the next version of AppGameKit Studio in March.

In December we rolled out the latest version of AppGameKit Classic for all users so be sure to update to this latest version. Details of the changes in full are HERE.

We’ve also started a community debate about the best way forward for a new IDE for Classic. You can read and take part in the debate in the forum thread.

The next update for AppGameKit Classic will be out in March. If you have any issues that you would like us to look at for this update then please post details into the AppGameKit Issues board.

Don’t forget! AppGameKit users can enter a GREAT COMPETITION to create a game that includes the basic elements of the Tower Defence subgenre. The competition is being run by AppGameKit mods and legends - BlinkOk, Scraggle and Virtual Nomad.

The submission must be a NEW creation made with either AppGameKit Classic or AppGameKit Studio, or Tier 2 and AGKSharp as long as it uses the AppGameKit API for the bulk of the game.

The game is anything you want it to be, free your imagination! But the basic elements of the Tower Defence subgenre must be distinguishable! This is a true Community Competition and ALL levels of experience with AppGameKit are very welcome!

To enter you need to be a registered user of TheGameCreators Forum and the deadline for submissions is 30 January @ 11:59PM UTC.

Full details here!

It was very much full steam ahead in December as many GameGuru MAX team members opted to shuffle their Christmas holiday's around and put in an extra festive push to further development progress before the new year was upon us - and we got through a lot!

Having crept in with the grass editing tools to complete the terrain editing mode, we followed up with final pass improvements to the object management system for intuitive editing of objects and introduced the long-anticipated height map importing into our terrain generator. Bringing in accurate scans of Snowdon and the Grand Canyon are now possible too within the levels you are creating.

We were also pleased to reveal the first of four key behaviour scripts for our animal kingdom - the mammals. These critter types can now idle about and dart away when disturbed by the player rampaging through the underbrush. Future behaviours will cover fish, birds and even snakes!

As a festive thank you to all our amazing pre-order users who have supported us thus far, we also released bonus characters and, as a final flourish, added a bunch of cool female zombies to keep the male zombies in order  ?

All in all, we wave farewell to what was a packed and challenging 2021 and cheer on 2022 when we will be releasing GameGuru MAX to the masses.

As always, keep tuning in to our regular live broadcasts on our YouTube Channel covering the progress of GameGuru MAX as we charge towards our March Early Access release.

We have just released a limited number of pre-order copies of GameGuru MAX for those of you who want to join us in our journey to MAXcellence ?

Finally on MAX, we’d like to say a BIG congratulations to Ben Mcauley who does the voice overs for all our GameGuru MAX videos! He’s just won his third ‘Voice Arts Award’ in three years. If you’re looking for a great British voice actor for your project feel free to contact Ben at www.benmcauley.co.uk

We delivered in December, as promised, the final update of the year for  GameGuru Classic, fixing all reproducible bugs and setting the count back to zero. We also answered questions reported on the issues board and made sure that everyone who posted had the opportunity to provide the necessary information so we could fix bugs quickly.

In 2022 we have once again planned in quarterly updates for GameGuru Classic, aiming to get the bug count to zero four times a year. If you experience any issues please post them with plenty of details to our GitHub issues board. Our mission is to fix it, or at the very least, give you a solution - so you can continue your game-making without delay ?

This month we talk to Christian Muhler of US-based indie game studio One Duck Theory 

Christian has been creating games in one form or another since childhood. He created his first games (just simple point-and-click adventures) in the 1990’s in a small computer lab using MS Paint and PowerPoint. As a teenager in 2001, he discovered DarkBASIC from TheGameCreators and found a whole new world of possibilities. DarkBASIC ignited his passion for coding and he started churning out prototypes at every opportunity. One of his early creations was a 3D version of “Slime Volleyball,” a popular flash game at the time.

He majored in Physics and went into IT after graduating but has always felt an irresistible compulsion to make games. Christian explains, “I continued making prototypes in my free time, but never stuck with an idea long enough to make a complete, polished experience. In December of 2019, I left my job and have pursued indie game development ever since. There have been various technical, personal, and even global challenges, but I’m strongly motivated by my childhood dream to publish original games.”

Christian’s most recent published game, Sudowords, started as an experiment in January of 2013. He made a very rough prototype for it using the original version of AppGameKit whilst in-between jobs for 2 months but then his new job required a lot of time and energy so he did not get to work on the game again in earnest until 2019. “I was amazed that the base code still worked 6 years later despite many updates to AppGameKit and the fact that the game was always built in Tier 2 (using C++).” says Christian. “Initially, I could only make a tiny bit of progress outside my regular job on nights/weekends, but I was able to work on it full-time in 2020 and most of 2021 to bring it to completion. I learned more about the usual aspects of game development as I went, such as making art, music, sounds, supporting programs like a puzzle generator, etc. However, since I also started a small business to dedicate to indie game development, I had to research a lot about marketing, policies/regulations, accounting, and other things that support the pure creative fun of game making. 

I was fortunate that my original vision for the app already had an established target audience – there is a big overlap between fans of Sudoku and Crosswords, so a brand-new fusion should ideally appeal to both groups! I’ve also discovered that market research for a target audience is purely about general trends, and I’ve been pleasantly surprised to see my game enjoyed by a wide variety of people.

We asked Christian where next for you and Sudowords? “I have updates planned for Sudowords that I hope will help a bit with its success. The ability to easily integrate Google Firebase/Analytics with AppGameKit has been a blessing – I’ve isolated some key areas that cause a drop-off in players. Specifically, I hope to streamline the game’s tutorial and make other minor changes before attempting a big ‘marketing push’. Even if the game does not succeed financially, I still consider it a triumph to have finally achieved my dream of publishing a finished game.

To be honest, I’m not yet sure what will come after Sudowords. I have so many ideas in so many genres. One of the greatest challenges in game dev seems to be just picking something and sticking with it. Regardless, I plan to keep making original games – it’s a passion that I hope to keep forever.”

Sudowords combines the logic of Sudoku (left brain) and the creativity of Crosswords (right brain) for a whole-new, whole-brain challenge - and you can find Sudowords free on Android and iOS