Welcome to another month in reflection, and this one’s a doozy. Looking over last month, our aim was to keep pushing Tasty Fish now that it was live, and that we’d been working on the first content update.
October saw most of that continue the same. The content update took a bit of a turn, and we just weren’t happy with what we were going to deliver; so we added more. Well, we’re currently adding more. There’s a bunch of support features we’ll be launching with the update, and as always some bug fixes.
However, aside from the content update, October was busy with non-development things. We managed to get up to Sydney, where Dan exhibited Tasty Fish alongside fellow Melbourne developers Pub Games who announced their own launch title earlier in the month. The contrast at the expo was kind of humorous, with the super-hardcore Blast Points sharing table space with the super-casual Tasty Fish.
The great thing about indies working together is they can work off each other. When an expo attendee would be overwhelmed by Blast Points, they’d get a Tasty Fish suggestion, and with a few steps to the side they could try it out. Likewise, when a player on Tasty Fish would look bored or uninterested, I’d suggest they check out Blast Points right next to us. The dynamics worked well as both our products were clearly different from each other’s target playerbase, and so we played off each other the entire weekend. That’s kind of the awesome thing about being with other indies; by working together we got more out of exhibiting together than if we’d gone separately.
It worked out in the end, with a couple of interviews and mentions. Still, we were part of the first (I think) EB Expo Homegrown Gaming exhibit, and that’s got to count for something. Hopefully next year is bigger and better, and we have more than just Tasty Fish to show.
The other big event during October was GCAP 12. GCAP is an industry event, so we didn’t exhibit Tasty Fish per-say, however we did make it into a video reel of local games developed over the 2012 year. To see the amount of talent coming out of Australia was sobering. It really struck hard the fact that we are producing not just a lot of content, but a lot of quality and diverse content. If you missed the reel, it’s available over at Kotaku (cheers to Mark Serrels for covering it).
But back to GCAP. Apart from profesional masterclasses, inspiring presentations, and thought-provoking panels, industry giants TapJoy and iDreamsky attended the conference with the purpose of listening to pitches from developers looking to increase the reach of their products. A great initiative, and a special thanks to GDAA for making it happen. Hopefully we see some results for Melbourne independent developers.
And then there was Project: Jetpack. We have to congratulate the team behind Oswald the Elephant who were selected by Halfbrick staff to receive tools and resources to develop the game further, as well as mentorship from Halfbrick on the development and production choices for the game.
All in all, October was busy but not entirely productive. We’re still working through the update, and reviewing the position of Dime and Tasty Fish as we near the end of the year. Over November, we’ll be working to get the update absolutely done and available, as well as making progress on the increasingly asked for Android version. Yes, we apologise, but there’s a lot of special considerations we have to make with Android as a platform, and some framework changes to maintain support similar to what you’d expect from playing the iOS version.
On top of development, we’re doing Movember as a company team, so consider supporting a great cause.
While we say this often, watch this space. If all goes as planned, Tasty Fish will be bigger and better than before.