Skip to main content
GameDev.net gamedev.net

PRO Tired of ads? Read GameDev.net ad-free and help keep the community independent with GameDev Pro — $3/month.

Hello World...Again: SUPER LOC MOBILE

Hello World...Again: SUPER LOC MOBILE

TacoBell_Lord
TacoBell_Lord
SUPER LOC · · 3 min read
5,002 0

Good Evening doods,

Short Introduction; name is Daye Williams, back in September of 2021 begun work on the mobile port for SUPER LORD OF CHEESEBURGERS. After of years of attempting to create an mobile version of SUPER LOC, finally took it upon myself to code the project myself.


I first worked on Lord of Cheeseburgers around 2014. A small project with more of a portfolio project in mind. A bittersweet adoration for the project, it was my first foray into development. Serving as my foot into the deep abyss that is game development, it showed me the frustrations & success of the grind. LOC had always been intended to be an mobile project; at the time the Arcade Web Portal scene was becoming a thing of the past as mobile apps had taken over. Feeling hesitant about the the sheer weight of mobile development, still thought it be wise to pour more if not all resources into a PC version, because without the proper hardware to test/prototype it was tough to really nail a mobile game especially as a first project. Still it would've been wiser to prepare a stronger contigency, as the lack of a mobile development plan felt like we were stuck behind a wall. Again LORD OF CHEESEBURGERS was never intended on being a ‘major’ project, but with the brash unexpected reality of game development, it sure felt like one & after awhile I had to treat it like one. My eagerness to have a project made me overlook the glaring visual & performance issues. Still it was my first project & knew I had to stick by it, as it was & still remains a great learning tool.

Fast forward to 2016, I realize I was sitting on a bunch of LOC assets, & a mobile port was still enticing. After an incredible visual upgrade, the assets became shiny & the thought of a fresher smoother version made sense since a fresh batch of new GFX assets save me a lot of time. This time round, development was smoother & the game felt snappier, solid & strong. This new SUPER version was turning out great until we hit another wall; GameMaker having a free mobile component in the beginning had shifted to a license version with their new 2.0 upgrade, leaving us kinda dead in the water. Along with having to rewrite a lot of our code for the new GMS2, we would have to purchase the new version + the mobile license, & we were just not financially set up for that. Still we were determined to finish this version, we had made too much progress & this time the game felt smooth to play. SUPER LORD OF CHEESEBURGERS had finally turned out the way I had in mind the first time we developed it.

Now after years of sitting on an amazing assets & putting many RPG projects on the back burner, I decided to code the project myself. This time to sharpen my skills, as I learn the ins & outs to finally create & produce the projects I always had in mind. Grew tired of the wait around, & Covid really showed me how an random pandemic can really collectively throw everyone's plans off. With programming the mobile port myself this time, felt like it would be an incredible learning tool & finally produce SUPER LORD OF CHEESEBURGERS the way I always intended. Throughout the years, SUPER LOC has always felt like an anchor, something that didn't turn out the way I wanted out of my misguided expectations. Now fueled by self-dependance & ambition, I figure I could strike these two birds with this lumpy uneven jagged stone that I have grown to begrudgingly adore over the years.


Discussion

Loading comments...