Welcome to my developer diary for my newest project, Temple of Thumb, a game that will be coming to iOS later this year.
The first step was coming up with the game concept. I’ve spent the last couple of years developing for iOS using a platform called Corona. It’s a nice engine with a simple enough programming language that will allow you to quickly get things on the screen and easily enough do some basic things once they are there. While plenty of people have made some impressive projects using Corona, it also presents some issues. I won’t get into them here, but I made the choice to switch to developing in Apples Xcode programming environment. I’m glad that I did. With the introduction of Swift, Xcode 6 and enhancements to SpriteKit, I can really take advantage of everything that iDevices have to offer in a way that can be difficult and convoluted in other environments. Some of those features, like particles and lighting effects meant that gameplay opportunities are available to me that just weren’t before.
Which leads directly to this game. I had the idea for the game – imagine a dark maze with traps, pitfalls and puzzles. One part Pac-Man, one part Tomb Raider. With short, fun levels and challenges, I believe that this game has a lot of potential appeal.
But who would the hero be? Another Indiana Jones, Lara Croft or Nathan Drake character? Boring (and done to death). No, I needed something with some flavor. Some pizazz. Then it hit me. You can play the game with your thumb, so why not play as a thumb. A thumb wearing tighty whiteys. And thus, Temple of Thumb was born.
I’m excited to keep you updated on the project as it moves forward. I’ve already had some great fortune in meeting a few people that will be contributing the music and sound for this game, but more on that in a later post.
For now, enjoy the logo and character sheet for Temple of Thumb. I can promise that this will be like nothing you’ve ever played before.
All the best,