Soul Power on iOS

November 18, 2013 - blog, Uncategorized

Over the weekend Apple went ahead and publish Soul Power to the iTunes store. It’s a little weird that it went live without my prompting it, but I’m still very excited nonetheless to have the game available on all my target platforms. Getting the game onto iphone did have its challenges but now that it’s done and out there I think it was well worth all the frustrations. Get the game on your iphone or ipad now!

Soul Power Lands on OUYA

November 12, 2013 - blog, Uncategorized

Soul Power is now officially available through the OUYA store.

Personally I enjoy the Ouya version of the game the most out of all versions. Playing on a TV with a controller is how I played most of my games growing up and there’s something really exciting and satisfying about doing that with Soul Power.

The OUYA is an exciting platform for indie developers and I hope to create more games to support it in the future.

Soul Power now on Windows, Mac and Linux!

November 5, 2013 - blog, Uncategorized

Soul Power is now available for your PC! Hosted through

All different versions of the game are available for the cost of $4, and if you pay $7 you’ll also get the full game soundtrack.

Note for linux users: There’s currently an issue with the linux build not using the mouse properly. I’ll need to look into how I might be able to resolve this, but until then, playing with an xbox controller appears to work just fine.

Soul Power released for Android

October 31, 2013 - blog

Just in time for Halloween, the first release of Soul Power is for Android devices.

Get it on Google Play

There’s still a bit more content I need to collect from some kickstarter backers, but I’ll be pushing out an update in about a week, which is when I anticipate I’ll be releasing the PC and Ouya versions as well.

I’ve already set the top score for the game on the Google Play leaderboards. I’m looking forward to the day when someone might challenge me for the position.

Soul Power Submitted to IGF

October 21, 2013 - blog

I spent all last week scrambling to polish up a bunch of content for the IGF (Independent Games Festival) deadline. I still have some tidying up to do but the game is looking good and playing great. If nothing else, I think the IGF will help get the game some exposure and I’m pretty proud of how far it’s come since the initial prototype back in June.

In other news, I got the game up and running on iPad today, which means I’ve been able to successfully play the game on all my target platforms now. Wooo!

Check out this awesome game preview my friend Darren cut together for my IGF submission.

The Free Tools Behind Soul Power

October 11, 2013 - blog

The Soul Power kickstarter has just finished, where we earned almost 20% more than the original target. It’s really excited to have so many people backing the project, and while I feel like I didn’t push the campaign as well as I might have, I’m very happy with the results. Asking for only $1500 to fund a video game’s production may seem like a relatively small amount, but I can attribute my low costs of production to all the amazing free tools that I’ve used to make the game. To elaborate, here’s a bit of an overview:

Unity3D: While Unity isn’t giving everything away for free, they do offer the basic license for free so that independent developers or students or hobbyists can play around to their heart’s content without paying for it at all. Thanks to Unity I was able to learn all their tools and will now release a full game for free. I think it’s a very smart and positive business model, because as soon as I can afford the full license I’d definitely want to invest having already invested so much of my time into learning everything. It’s also just a really easy to learn and easy to use game engine (as game engines go).

Inkscape: It’s basically an open-source version of Illustrator, only I think it is far better than it’s closed-source counterpart. Very intuitive vector graphics creation. I created almost all of my visuals for the game using Inkscape. It also runs on Linux, Mac and Windows – I can attest I worked across all three operating systems while making Soul Power and having all my art assets editable wherever I was working was a treat.

Gimp: The open-source Photoshop. Not yet a feasible replacement for the power of Adobe’s image manipulation software, but Gimp is the best open-source cross-platform graphics editor that you will find. As long as you’re not trying to do anything super fancy, Gimp is an effective tool for most needs. The hardest part is getting over that it’s not photoshop and doesn’t behave the same way.

Ardour: Technically I used the paid version of Ardour, Mixbus, but I could have just as easily recorded my soundtrack for free using only Ardour. It’s an awesome DAW for Linux and Mac. I’ve used it for years now. For smaller and quicker audio editing there’s always the useful cross-platform Audacity.

Hydrogen: An open-source and cross-platform drum machine. I programmed all my percussion using this tool. Syncs up nicely with Ardour so that both can run simultaneously.

Blender: I didn’t do a lot of 3D modelling for Soul Power, but when I did I used Blender. If you’ve ever wanted to try making something 3D, then I’d highly recommend Blender. It’s obviously got a bit of a learning curve, but there’s so much potential in this amazingly powerful tool.

Shoebox: A very useful tool for packing textures. Couldn’t have done my UI buttons without it!

iTween: It’s a free plugin for Unity that let’s you handle all sorts of basic animation really easily. I used this a lot.

prime 31 UIToolkit: The best free UI plugin available for Unity.

Smart Localization: A handy free localization support plugin for Unity.

Soul Power for Ouya?

September 24, 2013 - blog

I’ve been curious for a while, but yesterday I finally broke down and ordered an Ouya. I’ve read that there’s a few issues with incorporating Ouya into a Unity project but it doesn’t sound like anything I won’t be able to figure out in a day or two. I’m pretty excited by the opportunity to now play Soul Power on a TV.

Based on how over-saturated the mobile game market is, I think the Ouya may also be a better platform for exposure. I haven’t done any research to back this belief, but for the low cost of doing an Ouya port it should be an interesting experiment.

I can also say the game plays pretty well using a controller, which will also be supported by the PC standalone version of the game.

Kickstarter is Live!

September 16, 2013 - blog

Everything is up.


Gearing Up

September 14, 2013 - blog

I’ve been pretty busy this past week preparing something very exciting: a kickstarter campaign for Soul Power! I’ve finally got everything ready and the project has been submitted for approval, so if all goes well it should be live sometime next week.

My awesome friends from Combination Films helped me shoot the video and even though I feel like I didn’t perform very well, I’m happy with how it turned out and I feel like it helps show off the game that I’ve created so far.

I’m extremely excited about the kickstarter campaign because I’m looking for my backers to provide me with their own personal stories to put behind each level in the game. The idea came to me a couple weeks ago when I started trying to write out 40 unique and personal stories before I realized that I didn’t have it in me. This new plan feels like it will make Soul Power a lot more meaningful; not just to me and the story-tellers but hopefully everyone that plays the game as well.

With stretch goals and there’s also the opportunity to make the game even better, especially in the art department, which I think would be really cool and a lot of fun.

Until the kickstarter campaign is approved I’ll be busy working on polishing up other areas of the game…

Improved Ghost Time Website

September 3, 2013 - blog

As part of this week’s push to build a friendlier and more effective public face, I’ve spent some time today re-building the website (which was previously very placeholder). One element that I’m very excited about is the forum embedded in the website, thanks to the awesome free plugin bbpress for wordpress. It’s impossible to say whether or not the forum will see any action at this point, but it feels good to have a system in place to support a community of players.

There’s a few things still rough around the edges, but so far it’s been a big improvement over the old site.