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While I was growing up, I also enjoyed playing this game by Sunburst called Hot Dog Stand: The Works. In that educational game, players manage their own business where they run a concession stand and are responsible for gathering information, keeping records, determining prices, and planning marketing strategies. Allowing them to practice critical math, problem-solving, and communication skills.

Around three years ago, I had the idea of creating a game similar to Hot Dog Stand, but to create more story into the world and give the player the ability to create the restaurant that they wanted. This was after playing Pheonix Wright and seeing how it is possible to make an interesting game out of almost any job. Thus, Culina was born.

The reason I bring this up is that I have finally released the first part of Culina: The Spirit of Cooking on its own website here.

That being said, I spent all of my free time working on some of the many other projects I worked on, so for once I put on a Producer hat and hired outside help to get the game done. I’ll do a post purely about working on teams online (so very different than student/professional teams), but I must say it is both challenging and rewarding to work on a project remotely. In this project, I did all of the programming, UX/UI Design, and concept while I outsourced all of the artwork and the writing.

The programming only took me around a month all things considered; I never worked in Python before this project, but over the course I’d become very familiar with it. Also to reduce development time, I used the RenPy engine that is specifically made for visual novels, but enhanced it adding in additional kinds of gameplay. This first game is mostly a visual novel, but I already implemented the game part, aside from balancing and getting assets in. That being said, most of that work was done a long time ago; most of the time spent on the project was waiting for assets to come in.

Should you wish to check it out, please visit its site: http://johnpdoran.com/culina

  Posts

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January 7th, 2017

Visual;Conference 2017

As a part of Visual;Conference 2017, I was invited to give a talk on Game Engines for the development of […]

November 11th, 2014

Unity Game Development Blueprints Released!

My fifth title, and first Unity title, is now out! In this book I took feedback from my previous books […]

May 6th, 2014

Video Series UDK Game Development Released!

My fourth title published by Packt is now out! Unlike previous entries this is a video series and delves into […]

December 17th, 2013

Benefits and drawbacks of using Kismet

As with any job it is important to use the tool that is appropriate for it. UDK provides three ways […]

November 20th, 2013

Types of Collision in UDK

As you may know, a lot of the interactivity from games comes from the ability to have objects interact with […]

August 19th, 2013

Guest appearance on CrunchCast

Recently I had the privilege to talk to Chris Holden on CrunchCast about myself, my books, and Unreal in general. […]

August 18th, 2013

Getting Started with UDK – UnrealScript

This post will be the most useful for those who have already read or are currently reading my latest book, […]

June 8th, 2013

Flash 101: An Introduction

As you begin your project, there may be many new panels and areas that are yours to use.   Stage […]

June 8th, 2013

Setting up Flash CS6 to use Scaleform with UDK

Currently, I am in the middle of writing my third book with Packt Publishing, this book on creating a single project over […]

April 18th, 2013

Win Free Copies of my new book, Mastering UDK Game Development!

Hey guys, I’ve recently gotten the opportunity to organize a giveaway of my latest book (pictured below) from the wonderful […]