This is my first post here in Medium so I’ll introduce myself. I am the founder and game developer of Resistance Studio. We are a small indie studio making small and fun games.

Our first game will be launched in Nintendo Switch. Do you remember Don’t Pull or Pengo? It’s very similar to those. The (maybe temporay) name is Pushy & Pully.

There are currently 4 people working on it: Tenchizard as game designer, PixelArtM as graphic designer, Bibiki as sound and fx artist and finally Misato as game developer, founder of the studio and writer of this blog. We hope to have it ready by May-June 2018.

Don’t Pull, part of the Three Wonders Capcom game

The idea behind Resistance Studio is to make small but fun games, learn from the process and iterate. We think the Nintendo Switch is perfect for these kind of games since you can play everywhere. And you don’t need to have a long session, you can just play while you are waiting the bus. Our games also have cooperative play, and what other console comes with 2 controllers by default?

What is this blog about?

I’d like to share with everybody how are things are going with the game and maybe the business aspect of this adventure. I am not new to game development (or development in general). I also am not new to having a company.

But I never had a videogame company or published anything by myself. I found that there are not so much information out there and that any post counts. So I think it’s a great idea sharing with anybody what we are doing (as far as NDAs allow us of course!).

Expect posts once per week explaining what we did. I use scrum metodology with 2-week sprints, so consider this as a long standup.

Retrospective of the first sprint

It’s been two weeks since we started making the game. I would like to mention that we chose to use Unity3D for the game because some of us are somehow familiar with it. I personally don’t know much about it, I used to make games long time ago with C++ and OpenGL/SDL and propietary SDKs from Nintendo. So this is also a learning process for me as the developer of the studio.

After a lot of investigating and talking with people from the industry, I saw that we may need a publisher to be successful. The most important part is marketing. They know how to do it, they have the contacts, etc. And to get a publisher we need a demo or something to pitch. So we decided to focus in having a pitch demo as soon as possible.

The first week was mostly to have ready a level. The game designer (tenchizard) created a first test level and I worked on a level generator/parser. It is something like this:

How the level parser-generator works

It reads the image on the left, each color represents a different entity and it generates the level based on it. We discovered that this level is a bit “busy” so Tenchizard is working on it to have a cleaner version with the same goals: to teach the player how to play.

For the second week I focused on the physics and collision detection. It was harder than expected! So at the begining trying to use physics I had this:

Unity physics engine 1 - misato 0

After a lot of reading and discussing I managed to have some collision detection working (and boxes not exploding by themselves).

We can’t go over walls any more!

And finally I implemented a bit of the block’s basic mechanic. When you get to a block and press a button it will be pushed away until it gets to another block and is destroyed.

pop!

At the same time the graphic designer (PixelArtM) has been working in some concepts for the players (remember it can be coop)

Cute characters that could be our player

And this is it for this week. There are some bugs that need to be polished before moving into the next epic which is about the player. But that will be done in the first days of next week and I hope it doesn’t take very long.

Expect more info in our twitter or next week here in this blog!