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	<title>TikGames Blog &#187; Coming Soon</title>
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		<title>Gaming Websites Are Psyched About Scarygirl</title>
		<link>https://tikgames.com/blog/?p=67</link>
		<comments>https://tikgames.com/blog/?p=67#comments</comments>
		<pubDate>Mon, 16 Jan 2012 23:10:57 +0000</pubDate>
		<dc:creator>tgadmin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[XBLA]]></category>
		<category><![CDATA[Coming Soon]]></category>
		<category><![CDATA[Scarygirl]]></category>

		<guid isPermaLink="false">http://www.tikgames.com/blog/?p=67</guid>
		<description><![CDATA[Our friends over at Square (and our very own producer, Peter) showed off Scarygirl at CES last week. A lot of members of the press got to play the game, and some great previews are rolling in. Some of our &#8230; <a href="https://tikgames.com/blog/?p=67">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Our friends over at Square (and our very own producer, Peter) showed off Scarygirl at CES last week. A lot of members of the press got to play the game, and some great previews are rolling in. Some of our favorite quotes include IGN&#8217;s &#8220;The game&#8217;s entire art direction just oozes confidence and wholeness of vision. ScaryGirl wears its weirdness unabashedly on its sleeve&#8221; and Kotaku&#8217;s &#8220;Creepy little girl with tentacle arm + cool art style + sweet combat and platforming + fond PS1 memories = game that comes out on XBLA and PSN for $15 next week. You dig? If so, let&#8217;s get some people talking about this, shall we?&#8221;</p>
<p>Take a look below!</p>
<p>Kotaku: <a href="http://kotaku.com/5876096/squares-scarygirl-is-anything-but-scary-all-sorts-of-fun">&#8220;Square&#8217;s Scarygirl is Anything But Scary, All Sorts of Fun&#8221;</a></p>
<p>IGN: <a href="http://pc.ign.com/articles/121/1216366p1.html">CES: Exploring ScaryGirl&#8217;s Quirky World</a></p>
<p>Destructoid: <a href="http://www.destructoid.com/ces-hands-on-with-the-joyfully-dark-scarygirl-219542.phtml">CES: Hands-on with the joyfully dark Scarygirl</a></p>
]]></content:encoded>
			<wfw:commentRss>https://tikgames.com/blog/?feed=rss2&#038;p=67</wfw:commentRss>
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		<item>
		<title>Stick Man Rescue Devblog, Part 3: From Paper to Screen</title>
		<link>https://tikgames.com/blog/?p=59</link>
		<comments>https://tikgames.com/blog/?p=59#comments</comments>
		<pubDate>Sat, 14 Jan 2012 01:13:38 +0000</pubDate>
		<dc:creator>tgadmin</dc:creator>
				<category><![CDATA[Devblog]]></category>
		<category><![CDATA[PSP Mini]]></category>
		<category><![CDATA[Coming Soon]]></category>
		<category><![CDATA[devblog]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Stick Man Rescue]]></category>

		<guid isPermaLink="false">http://www.tikgames.com/blog/?p=59</guid>
		<description><![CDATA[We had a look, we had a design, and we even had a working prototype to help us wrap our heads around what was to come.  However, we didn’t have a vehicle to go with the scenery.  Our development art &#8230; <a href="https://tikgames.com/blog/?p=59">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>We had a look, we had a design, and we even had a working prototype to help us wrap our heads around what was to come.  However, we didn’t have a vehicle to go with the scenery.  Our development art team went to work and created a bunch of concepts.  The one we liked in the end looked like this:</p>
<div id="attachment_60" class="wp-caption aligncenter" style="width: 490px"><a href="http://www.tikgames.com/blog/wp-content/uploads/smrblog3-pic1.jpg"><img class="size-full wp-image-60" title="SMR Copter Final Design" src="http://www.tikgames.com/blog/wp-content/uploads/smrblog3-pic1.jpg" alt="" width="480" height="272" /></a><p class="wp-caption-text">Who wouldn’t want to drive this thing to work?</p></div>
<p>So, now we had a vehicle, some crazy death ideas, a game design and a production team ready to create some serious mayhem.  Key to the fun factor of the game was how to get levels built and put into the game engine without having to write a bunch of custom tools.  Custom tools are nice, but using engineering resources to make them means that you either have to boost your budget or sacrifice other cool features that those programmers could have spent their time coding.  We opted to use a modified version of “Tile Studio.”  Copies of this can be found here: <a href="http://sourceforge.net/projects/tilestudio/">http://sourceforge.net/projects/tilestudio/</a>.  Straight-forward as this tool is, it covered our needs and learning to use it didn’t require too much time up front.  It served us well.  Its output looks like this… not super WYSIWYG, but really easy to use and quick when corrections need to be made.</p>
<div id="attachment_62" class="wp-caption aligncenter" style="width: 650px"><a href="http://www.tikgames.com/blog/wp-content/uploads/smrblog3-pic2.jpg"><img class="size-large wp-image-62" title="Tile Studio" src="http://www.tikgames.com/blog/wp-content/uploads/smrblog3-pic2-1024x743.jpg" alt="" width="640" height="464" /></a><p class="wp-caption-text">Thankfully, the game isn&#39;t nearly as pink!</p></div>
<p>All I did was sit down and start creating levels based on the outline documentation from the Game Design and after a mere 1,000 hours of wrestling, tweaking, swearing and asking advice of colleagues like Allen Widner and Bob Goad, a level set of 30 death traps was created.  Some level gags grew naturally out of the design of the game elements, while some just came from the process of saying, “What happens if we do this?” The levels named “Catch Me” and “Rock N’ Feather” are good examples of that.  Soon, the EBSM (Evil Blue Stick Minions) could menace and murder stick men in more ways than we imagined at the outset of the project.</p>
<p>As the level creation jammed along, we honed the animations for maximum efficiency and funny factor.  A lot of time was spent making sure that everything a stick man did looked funny and conveyed a lot of expression (well, as much as a stick man can).  In the end, every moment of gameplay was scrutinized, tweaked and re-tweaked until it made people laugh, even if they felt guilty while doing so. Of course, it wasn’t always smooth sailing. I’ll go into the gory details next week.</p>
<p>Howard Lehr, Director of Game Design</p>
]]></content:encoded>
			<wfw:commentRss>https://tikgames.com/blog/?feed=rss2&#038;p=59</wfw:commentRss>
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		<title>Stick Man Rescue Devblog, Part 2: From Prototype to Game Design</title>
		<link>https://tikgames.com/blog/?p=53</link>
		<comments>https://tikgames.com/blog/?p=53#comments</comments>
		<pubDate>Fri, 06 Jan 2012 19:21:22 +0000</pubDate>
		<dc:creator>tgadmin</dc:creator>
				<category><![CDATA[Devblog]]></category>
		<category><![CDATA[PSP Mini]]></category>
		<category><![CDATA[Coming Soon]]></category>
		<category><![CDATA[devblog]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Stick Man Rescue]]></category>

		<guid isPermaLink="false">http://www.tikgames.com/blog/?p=53</guid>
		<description><![CDATA[Working at a publisher &#38; developer like TikGames has its advantages.  First, there are a bunch of talented people around to help hone ideas into something that works.  I enlisted the help of Adrian Ludley, our Creative Director, who gave &#8230; <a href="https://tikgames.com/blog/?p=53">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Working at a publisher &amp; developer like TikGames has its advantages.  First, there are a bunch of talented people around to help hone ideas into something that works.  I enlisted the help of Adrian Ludley, our Creative Director, who gave the game its look.  He drew this for us to get the art team started:</p>
<div id="attachment_54" class="wp-caption aligncenter" style="width: 795px"><a href="http://www.tikgames.com/blog/wp-content/uploads/SMR-Post2-Pic.jpg"><img class="size-full wp-image-54" title="SMR-Post2-Pic" src="http://www.tikgames.com/blog/wp-content/uploads/SMR-Post2-Pic.jpg" alt="" width="785" height="445" /></a><p class="wp-caption-text">The first definitive &quot;look&quot; for Stick Man Rescue</p></div>
<p>Now, that’s more like it, isn’t it?  No more, “Well, this game is fun but <a href="http://www.tikgames.com/blog/wp-content/uploads/part1-stillimg-300x240.jpg" target="_blank">it sure looks nasty</a>.”</p>
<p>Another advantage to being at TikGames is the “big picture” people.  I showed the prototype to our executive staff.  There were some giggles, but mostly there was stunned silence and concerned looks.  Alex, one of the company’s founders finally said, “Wow, that’s pretty funny and you are definitely one sick &#8212;-.”  In all seriousness, my bosses and peers had a lot of good thoughts and encouraged me to formalize the design and show it to Sony to see if it could get approved for PlayStation Network.</p>
<p>Some people think it’s diseased, but it’s actually fun for some of us to write 50-page technical documents that can be used as guiding bibles for a game development team.  So then, the fun started in earnest.  In the end, we were ready to send a pitch over to both Sony Europe and Sony America.  Both groups liked the idea as a PSP Mini, so we were all set to get production rolling. More on that next week!</p>
<p>Howard Lehr, Director of Game Design</p>
]]></content:encoded>
			<wfw:commentRss>https://tikgames.com/blog/?feed=rss2&#038;p=53</wfw:commentRss>
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		<title>Stick Man Rescue Devblog, Part 1: Origin</title>
		<link>https://tikgames.com/blog/?p=47</link>
		<comments>https://tikgames.com/blog/?p=47#comments</comments>
		<pubDate>Fri, 30 Dec 2011 19:25:08 +0000</pubDate>
		<dc:creator>tgadmin</dc:creator>
				<category><![CDATA[Devblog]]></category>
		<category><![CDATA[PSP Mini]]></category>
		<category><![CDATA[Coming Soon]]></category>
		<category><![CDATA[devblog]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Stick Man Rescue]]></category>

		<guid isPermaLink="false">http://www.tikgames.com/blog/?p=47</guid>
		<description><![CDATA[In our latest series of blog posts, Howard Lehr, our Director of Game Design, provides a glimpse into just how Stick Man Rescue went from a crazy idea to an actual game. -AC &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;- Stick Man Rescue was born of &#8230; <a href="https://tikgames.com/blog/?p=47">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>In our latest series of blog posts, Howard Lehr, our Director of Game Design, provides a glimpse into just how Stick Man Rescue went from a crazy idea to an actual game.</p>
<p>-AC</p>
<p style="text-align: center;"><del>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</del></p>
<p>Stick Man Rescue was born of a conversation with my son, Colin, who was 12 at the time.  He had just discovered the Pivot Stick Figure Animator (current version <a title="Direct download link for Pivot" href="http://www.snapfiles.com/downloads/stickfigure/dlstickfigure.html" target="_blank">available here</a>), and like any 12-year-old boy would, he was using it to make hilarious death animations.  Given that game designers are perpetually 12-year-olds at heart, I joined in.  Check out the animation I made called “Skate and Destroy”):</p>
<p><a href="http://www.tikgames.com/blog/wp-content/uploads/SkateAndDestroy_04.gif"><img class="aligncenter size-full wp-image-46" title="SkateAndDestroy_04" src="http://www.tikgames.com/blog/wp-content/uploads/SkateAndDestroy_04.gif" alt="" width="506" height="415" /></a></p>
<p>Yeah, OK, I’m not going to quit my day job to pursue a career in animation but that’s not the point… this was just goofing-off family fun.  It is true that game developers have a different sense of family fun than most families, but what would you expect?</p>
<p>After the silly animating, we started brainstorming on crazy stick death ideas.  The results of the brainstorm were not anywhere close to high-brow humor, but still were embarrassingly entertaining.  This prompted visits to various stick death websites which provided a surprisingly long-lasting source of giggles that attracted my younger son and soon the 3 of us were pondering how to make stick deaths into a game.</p>
<p>Dusting off my rusty programming and non-existent art skills, I co-opted my kids to start making animated gifs of stick deaths and created a prototype game bent on seeing how many of our most ridiculous ideas could be worked into it.  It looked like this, (yeah, yuck) but it played pretty well and entertained everyone we showed it to.</p>
<div id="attachment_45" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.tikgames.com/blog/wp-content/uploads/part1-stillimg.jpg"><img class="size-medium wp-image-45" title="part1-stillimg" src="http://www.tikgames.com/blog/wp-content/uploads/part1-stillimg-300x240.jpg" alt="Clearly NOT the Mona Lisa" width="300" height="240" /></a><p class="wp-caption-text">Early prototype image of Stick Man Rescue</p></div>
<p>Since fun is what games are all about (and this was fun in spite of the prototype’s sloppy art and spaghetti code), it made sense to formalize the design and see if it could be made into something cool, addictive and most of all, funny.  So, I had a prototype, but had a long ways to go to turn it into something that could be useful for a real game design. More on that next time.</p>
<p>Howard Lehr, Director of Game Design</p>
]]></content:encoded>
			<wfw:commentRss>https://tikgames.com/blog/?feed=rss2&#038;p=47</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Announcing Stick Man Rescue!</title>
		<link>https://tikgames.com/blog/?p=42</link>
		<comments>https://tikgames.com/blog/?p=42#comments</comments>
		<pubDate>Thu, 29 Dec 2011 00:31:30 +0000</pubDate>
		<dc:creator>tgadmin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[PSP Mini]]></category>
		<category><![CDATA[Coming Soon]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[New Game]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[twitter]]></category>

		<guid isPermaLink="false">http://www.tikgames.com/blog/?p=42</guid>
		<description><![CDATA[Our newest game is &#8216;Stick Man Rescue&#8217;, an action/arcade PSP Mini. You remember how, as a kid, you used to draw little stick figures dying in horrible, horrible ways? Well, in this case, you could watch them die, or you could &#8230; <a href="https://tikgames.com/blog/?p=42">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Our newest game is &#8216;Stick Man Rescue&#8217;, an action/arcade PSP Mini. You remember how, as a kid, you used to draw little stick figures dying in horrible, horrible ways? Well, in this case, you <em>could</em> watch them die, or you could do your duty and save them using your futuristic copter! Of course, if you let them die, you&#8217;re gonna lose, so choose wisely <img src='https://tikgames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  The gamepage on our site, full of information about the game, is located <a href="http://www.tikgames.com/games/view/67/stick-man-rescue/" target="_blank">right here</a>.</p>
<p>Boy, do we have a bunch of good stuff for this game coming up for you fans over the next few weeks. Of course, we&#8217;ll have a video so you can see it in action, but we&#8217;re also going to have our own stick man drawings posted to facebook, so you can see the artistic &#8220;talent&#8221; of the TikGames crew <img src='https://tikgames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Feel free to draw your own, &#8217;cause we&#8217;re going to ask you to submit them not too long from now! We&#8217;re also going to give you unique insight into how this game game about, courtesy of the creator, Howard Lehr. There&#8217;s even more coming, so keep checking our <a href="http://www.facebook.com/TikGames" target="_blank">facebook </a>and <a href="http://twitter.com/#!/tikgames" target="_blank">twitter </a>for more news!</p>
<p>-AC</p>
]]></content:encoded>
			<wfw:commentRss>https://tikgames.com/blog/?feed=rss2&#038;p=42</wfw:commentRss>
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		<item>
		<title>Announcing two new games, based on the Scarygirl graphic novel!</title>
		<link>https://tikgames.com/blog/?p=9</link>
		<comments>https://tikgames.com/blog/?p=9#comments</comments>
		<pubDate>Wed, 22 Jun 2011 18:42:14 +0000</pubDate>
		<dc:creator>tgadmin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Coming Soon]]></category>
		<category><![CDATA[Dr Maybee]]></category>
		<category><![CDATA[Nathan Jurevicius]]></category>
		<category><![CDATA[New Game]]></category>
		<category><![CDATA[Scarygirl]]></category>

		<guid isPermaLink="false">http://www.tikgames.com/blog/?p=9</guid>
		<description><![CDATA[If you haven&#8217;t already seen it on our twitter, facebook, or other sections of our site, we just announced two new games! We are beyond excited for the first one, Scarygirl (working title, for now), and are also super-psyched for &#8230; <a href="https://tikgames.com/blog/?p=9">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>If you haven&#8217;t already seen it on our <a title="@TikGames" href="http://twitter.com/#!/TikGames" target="_blank">twitter</a>, <a title="Facebook.com/TikGames" href="http://www.facebook.com/TikGames" target="_blank">facebook</a>, or other sections of our site, we just announced two new games! We are beyond excited for the first one, <em>Scarygirl </em>(working title, for now), and are also super-psyched for the second one, <em>Dr Maybee and the Adventures of Scarygirl</em>. More info is in our <a title="News Section" href="http://www.tikgames.com/about/news/7/" target="_blank">news section</a> and the first visuals are at our <a title="Coming Soon Section" href="http://www.tikgames.com/coming/" target="_blank">coming soon section</a>.</p>
<p>These games are just drop-dead gorgeous, thanks to the amazingly creative, wildly unique art of Nathan Jurevicius, the creator of Scarygirl. If you&#8217;re into graphic novels, Scarygirl&#8217;s got one of her own and I highly recommend checking out.</p>
<p>Until next time.</p>
<p>-AC</p>
]]></content:encoded>
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