December 16, 2013 – 2:09 pm
Hello!
It’s been quiet here for a while. We’ve been working hard on Eras of Alchemy….so focused!
In the meantime, we tend to update via Twitter and Instagram a lot more. Follow us if you wish:
Happy Holidays everyone! We’re planning to work through it all. =)
October 1, 2013 – 12:47 pm
Hello Furdiburbians!
We are pleased to announce that Furdiburb, the virtual pet, is available for download on the App Store℠. Now iPhone®, iPad®, and iPod touch® owners can enjoy the wonderful story and humor of Furdiburb.
“The fans have been asking for an iPhone and iPad build for a long time now,” commented Chad Ata, lead developer. “We’re so happy, and relieved, to be finally publishing this version of Furdiburb.”
Danny Ata, artist, remarked, “This has been a long time goal of ours, so it feels good to be able to get Furdiburb on iOS devices finally. Also, unlike the Android version, where the game was in beta for a long time, we are deploying the full version right away. This is a new step for us and something that’s pretty exciting for us and our fans as well.”
The team at Sheado.net is excited for iOS users to be able to enjoy Furdiburb. The game will be available for download on September 30, 2013 on the App Store.
September 20, 2013 – 3:48 pm
Hey everyone!
The official name for Game #2 is….
*drummroll*
Eras of Alchemy™
Here is a sneak peek of HERA’s animation!
HERA is a prominent character in Eras of Alchemy.
And a note for all the iPhone, iPad, and iPod touch users awaiting Furdiburb – it is now being reviewed by the App Store. Fingers crossed that we get approved soon!
September 2, 2013 – 3:48 pm
Hello everyone!
Here’s a quick update with Game #2: Project Evo. We give you the first glimpse of the fossil layers. At a glance, you will know which animals are locked/unlocked. Pretty handy.
Animals that are locked/unlocked are displayed here.
Things are still moving on with Furdiburb – one final bug to fix!
August 13, 2013 – 12:02 pm
Hello Furdiburbians!
We are focusing on testing Furdiburb rigorously. Chad says that nearly 15% of the code base was completely changed in order to accommodate iOS. For testing, this means we have to send Furdi home a bunch of times, beat Star Quest and Firefly game (not use squirrels), grow him up, get him sick, test his poo, etc!
We don’t have an estimate of when we’ll finish. It depends on the type of bugs we find and if/how we fix it. I can tell you that the iPhone, iPad, and iPod touch behaves very differently from Android devices, and so we can’t take anything for granted.
We are definitely getting closer to the finish line!
Hera from Project Evo
Hello all!
Here is a sneak peek of a character we are calling Hera. She is a holographic guide, and we still need to design her activities and contributions.
In the meantime, I am coding up the graveyard. Dun dun dun! Yes, there is a concept of life and death in this game, however, “death” is not permanent. Unfortunately, Cocos2d-x’s table isn’t enough to suit our needs, so I’ll be coding our own tables from scratch.
~Alice
Danny is breathing life into the animals via Spine animations.
Blowfish animation from Project Evo
Hey folks,
It’s Friday, so here’s an image teaser from Danny. Aren’t they cute and colorful? Nothing is finalized so please note, any images we show, up until the final release, is subject to change.
A sample of animals in the current Project Evo.
Coding-wise I’ve been working on biomes – Some animals like to live in water, some on land, some in trees, etc. What we don’t want is a water creature staying on land indefinitely. This is what I’ve been banging my brain on this week, lots of basic math and geometry…
And bugs. Some bugs got squished this week.
Hello everybody!
We just wanted to give you guys a sneak peek of an image from our new work-in-progress game, code-named “Evo”. Nothing is finalized so please note, any images we show, up until the final release, is subject to change.
As we continue working on this game, we’ll release images as we can.
Destroyed city
How are we doing in the Furdiburb port to iOS? Chad says we are 80% done – the last part is the most difficult.
Hello fans! We know we’ve been quiet for a while, but this is just a quick update to let you know what we’ve been up to:
Chad is working on the Furdiburb port to iOS. He is about 25% finished porting our loveable virtual pet, but we don’t have an estimated time for completing this.
Danny and Alice are working on Game #2 (code named “Evo”). This is also early in the process, so no ETA for this yet either (in fact, Alice is learning C++).
For those of you who are technologically curious, we developed Furdiburb for Android back when the OS was practically new, and so the game was created in Java. Chad created the engine from scratch (coded up all the behaviors for picking up/dropping items that bounce, traveling, selling items in stores, etc). Since then, many game engines appeared over the years that would have allowed us to speed up the cross-platform development of our game. We took some time to research many different ones and chose the best fit for us. For “Evo”, we will be using Cocos2d-x. Also worthy of mentioning are Spine for animation and TexturePacker for graphics stuff.
Thanks for your patience!
And don’t forget to check out our new and improved store, which is stocked with new Furdiburb apparel, posters, and other goodies.