<?xml version="1.0" encoding="UTF-8"?>
<!--Generated by Squarespace V5 Site Server v5.13.158 (http://www.squarespace.com) on Wed, 22 May 2013 09:13:57 GMT--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><title>News</title><link>http://www.eyehookgames.com/news/</link><description></description><lastBuildDate>Thu, 21 Jun 2012 19:28:26 +0000</lastBuildDate><copyright></copyright><language>en-US</language><generator>Squarespace V5 Site Server v5.13.158 (http://www.squarespace.com)</generator><item><title>Learning New Tricks</title><dc:creator>Mike (Admin)</dc:creator><pubDate>Thu, 21 Jun 2012 19:12:55 +0000</pubDate><link>http://www.eyehookgames.com/news/2012/6/21/learning-new-tricks.html</link><guid isPermaLink="false">994730:11448408:16885111</guid><description><![CDATA[<p>There have been a lot of requests for Cursed Loot on PC, and I've been taking a look at what I want to do, and how I'm going to do it.</p>
<p>To be honest, I feel like C#/XNA is a bit of a dying technology for games these days, so I've decided to start focusing on C++/DirectX with the goal of eventually publishing games (and hopefully an upgraded Cursed Loot) on the Windows 8 marketplace.</p>
<p>&nbsp;I really have no idea if 1) I'll be able to get up to speed on C++ that quickly and 2) if I'll be able to get something onto the marketplace. &nbsp;But, for now, it seems like a good strategy and will set me up for the next few years, if I can get all of my ducks in a row.</p>
<p>What this really means (at least for the short term) is that I'm going to drop off the grid a bit while I try to focus on learning this stuff and porting my libraries over to C++. &nbsp;I'll probably remain active on twitter, but I doubt I'll have anything announcement worth for the website for the next month or two.</p>
<p>Anyway, for me, it's exciting to learn new technology, and I feel that the time I spent making XBLIG games using XNA has given me a lot of great experience that I'll be able to use moving forward.</p>
<p>As for Cursed Cosmos, I'll still continue to work on it on the side, but, barring winning DBP, progress on it will be slow while I focus on getting ready for the Windows 8 marketplace.</p>
<p>But, the good news is (if all goes well), I'll finally be able to release games for PC (and to a much larger audience than XBLIG) by the end of the year. &nbsp;Fingers crossed!</p>]]></description><wfw:commentRss>http://www.eyehookgames.com/news/rss-comments-entry-16885111.xml</wfw:commentRss></item><item><title>Cursed Cosmos (DBP 2012)</title><dc:creator>Mike (Admin)</dc:creator><pubDate>Wed, 13 Jun 2012 22:22:51 +0000</pubDate><link>http://www.eyehookgames.com/news/2012/6/13/cursed-cosmos-dbp-2012.html</link><guid isPermaLink="false">994730:11448408:16705070</guid><description><![CDATA[<p>Just for fun, I submitted Cursed Cosmos to Dream.Build.Play 2012. &nbsp;It still needs a lot of work, but it's presentable at least! :)</p>
<p>Here's a video of the Prologue from the version I submitted.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/aW8Ik768ADQ" frameborder="0" allowfullscreen></iframe></p>
<p>Anyway, I'm glad I was able to get it in a presentable state, and, hey, it'd be great if I won something. &nbsp;But, I'm not holding my breath. :)</p>
<p>As for other things, I'm doing a bit of catching up, because I was on vacation recently and caught a nasty cold. &nbsp;But, hopefully, I'll be back on track soon and will have some more "interesting" announcements in the weeks to come.</p>
<p>Have fun!</p>]]></description><wfw:commentRss>http://www.eyehookgames.com/news/rss-comments-entry-16705070.xml</wfw:commentRss></item><item><title>Little Snake, Big Scores (Pro Tip)</title><dc:creator>Mike (Admin)</dc:creator><pubDate>Wed, 16 May 2012 03:30:22 +0000</pubDate><link>http://www.eyehookgames.com/news/2012/5/15/little-snake-big-scores-pro-tip.html</link><guid isPermaLink="false">994730:11448408:16284670</guid><description><![CDATA[<p>I thought I'd put up some more details on the scoring system in Snakester.</p>
<p>Every time you eat a dot, the score multiplier goes up by 1. &nbsp;You then have 1 second to eat another. &nbsp;If you don't the multiplier goes down by 1 every half second. &nbsp;So, hitting 5 dots in a row quickly will get you 75 points (5 + 10 + 15 + 20 + 25). &nbsp;If you ate 5 dots slowly, you'd only get 25 points (5 + 5 + 5 + 5 + 5).</p>
<p>With well-timed use of the turbo button, you can get the multiplier really high (I've gone over 300 points per dot, and I'm sure somebody can get it a lot higher than that).</p>
<p>Anyway, I hope this helps you get the most out of Snakester!</p>]]></description><wfw:commentRss>http://www.eyehookgames.com/news/rss-comments-entry-16284670.xml</wfw:commentRss></item><item><title>The 52,630 Point Challenge!</title><dc:creator>Mike (Admin)</dc:creator><pubDate>Fri, 11 May 2012 18:08:18 +0000</pubDate><link>http://www.eyehookgames.com/news/2012/5/11/the-52630-point-challenge.html</link><guid isPermaLink="false">994730:11448408:16221719</guid><description><![CDATA[<p>Win a free copy of <a href="http://www.eyehookgames.com/snakester/">Snakester</a> by beating my current high score of 52,630 in the trial version of classic mode!* &nbsp;Just contact me on twitter @eyehookgames, or drop me a line through the<a href="http://www.eyehookgames.com/contact/"> contact page</a>.</p>
<p>There's already been one winner with a score of 53,520!</p>
<p>And, for those of you that already own Snakester. &nbsp;I'm curious to see if somebody can break 75,000. &nbsp;Even better, if you put up a video of your high score run over 50K, I'd love to post a few here.</p>
<p>Have fun and good luck!</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.eyehookgames.com/storage/snake/ss2.png?__SQUARESPACE_CACHEVERSION=1336760353885" alt="" /></span></span></p>
<p>* I've got a limited # codes, so first come, first serve!</p>]]></description><wfw:commentRss>http://www.eyehookgames.com/news/rss-comments-entry-16221719.xml</wfw:commentRss></item><item><title>Snakester is Available Now!</title><dc:creator>Mike (Admin)</dc:creator><pubDate>Tue, 08 May 2012 21:29:18 +0000</pubDate><link>http://www.eyehookgames.com/news/2012/5/8/snakester-is-available-now.html</link><guid isPermaLink="false">994730:11448408:16179617</guid><description><![CDATA[<p><span class="full-image-block ssNonEditable"><span><img src="http://www.eyehookgames.com/storage/snake/snakeBox.png?__SQUARESPACE_CACHEVERSION=1336512572156" alt="" /></span></span></p>
<p>Snakester is now available on the <a href="http://marketplace.xbox.com/en-US/Product/SNAKESTER/66acd000-77fe-1000-9115-d80258550b1a">Xbox Indie Game Marketplace</a>.</p>
<p>I had a great time making it, and I hope everybody enjoys playing it!</p>
<p>Check out the <a href="http://www.eyehookgames.com/snakester/">Snakester Page</a> for more details.</p>]]></description><wfw:commentRss>http://www.eyehookgames.com/news/rss-comments-entry-16179617.xml</wfw:commentRss></item><item><title>The final stretch...</title><dc:creator>Mike (Admin)</dc:creator><pubDate>Mon, 30 Apr 2012 00:36:17 +0000</pubDate><link>http://www.eyehookgames.com/news/2012/4/29/the-final-stretch.html</link><guid isPermaLink="false">994730:11448408:16058200</guid><description><![CDATA[<p>So, a few weeks later and Snakester is 99.9% done. &nbsp;Basically it's just down to some more bug testing and tweaking a few things here and there. &nbsp;I'm hoping to put it into review testing by the end of the week, so it should be available in about two weeks.</p>
<p>I ended up throwing away the original concept and decided to make a few game modes that were more closely aligned with the classic, but with a few added twists...</p>
<p>First off, I kept the "analog" snake from my original concept. &nbsp;It definitely adds more strategy (particularly in the co-op modes). &nbsp;And, for fun, I added "turbo" to the right trigger, which doubles the snake's speed. &nbsp;As it turns out, it works quite nicely with the multiplier system I added. &nbsp;To achieve really high scores requires a lot of speed and a lot of precision. &nbsp;So, it really feels like those two concepts work well together.</p>
<p>The co-op modes give you and a friend control of a two headed snake. &nbsp;It's hard, but a lot of fun (imho).</p>
<p><iframe width="500" height="282" src="http://www.youtube.com/embed/xCwEdwYOzC0" frameborder="0" allowfullscreen></iframe></p>
<p>(Footage of some not-so-graceful co-op action in Snakester)</p>
<p>Anyway, I hope you all enjoy Snakester! &nbsp;It should be coming soon!</p>
<p>&nbsp;</p>
<p>&nbsp;</p>]]></description><wfw:commentRss>http://www.eyehookgames.com/news/rss-comments-entry-16058200.xml</wfw:commentRss></item><item><title>Challenge Complete</title><dc:creator>Mike (Admin)</dc:creator><pubDate>Mon, 09 Apr 2012 19:22:58 +0000</pubDate><link>http://www.eyehookgames.com/news/2012/4/9/challenge-complete.html</link><guid isPermaLink="false">994730:11448408:15776786</guid><description><![CDATA[<p>So, it's 48 hours later, and here's a video of SNAKESTER:</p>
<p><iframe width="500" height="282" src="http://www.youtube.com/embed/nupdbGz2kzU" frameborder="0" allowfullscreen></iframe></p>
<p>I think I'm going to spend a few more days on it to add sound and multiplayer (co-op &amp; vs), and hopefully put it in playtest by the weekend.</p>
<p>Don't worry, I haven't forgotten about Cursed Cosmos!</p>]]></description><wfw:commentRss>http://www.eyehookgames.com/news/rss-comments-entry-15776786.xml</wfw:commentRss></item><item><title>48 Hour Challenge</title><dc:creator>Mike (Admin)</dc:creator><pubDate>Sun, 08 Apr 2012 06:24:49 +0000</pubDate><link>http://www.eyehookgames.com/news/2012/4/8/48-hour-challenge.html</link><guid isPermaLink="false">994730:11448408:15760580</guid><description><![CDATA[<p>I've been pretty burnt out on Cursed Cosmos lately, so I thought I'd take a break and try to do something quick and fun to get me back into the zone. &nbsp;So... I'm trying to write a new game in 48 hours. &nbsp;I'm about 10 hours in so far, and here's the result so far:</p>
<p>SNAKESTER!!!</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.eyehookgames.com/storage/post-images/snakester.png?__SQUARESPACE_CACHEVERSION=1333866391030" alt="" /></span></span></p>
<p>It's a mashup of classic Snake and everybody's favorite party game from the 70's. &nbsp;What's not to love?</p>
<p>Basically, you guide the snake around and try to match the colored parts of the snake to the colored rings on the playfield. &nbsp;Not rocket science, but I'm having fun making it.</p>
<p>Anyway, we'll see if I get it done by my deadline, but I think I have a good chance, since I have the concept and gameplay working now. &nbsp;Basically I just need to add levels to it, playtest for fun factor, and hopefully time for graphical bling!</p>]]></description><wfw:commentRss>http://www.eyehookgames.com/news/rss-comments-entry-15760580.xml</wfw:commentRss></item><item><title>Cursed Cosmos Progress Update (and Video)</title><dc:creator>Mike (Admin)</dc:creator><pubDate>Fri, 03 Feb 2012 19:45:29 +0000</pubDate><link>http://www.eyehookgames.com/news/2012/2/3/cursed-cosmos-progress-update-and-video.html</link><guid isPermaLink="false">994730:11448408:14860903</guid><description><![CDATA[<p>Most of last month was spent adding new equipment to Cursed Cosmos and related UI stuff (inventory/shop screens). &nbsp;So, ships in Cursed Cosmos now have 9 different equipment slots (including the brand new NUKES!). &nbsp;There are also different manufacturers of equipment and different tiers of equipment, so there's going to be a lot of equipment to choose from. &nbsp;Enemies also drop equipment occasionally (you'll see item pick ups in the bottoms left of the screen...)</p>
<p>Cursed Loot style encounters are also now implemented, and we have a lot of fun ideas for them. &nbsp;Beyond that, the ultimate plan is to have a (light) story arc that results in a final boss battle, but that work still needs to be done!</p>
<p>Lastly we've been working on navigation and have implemented a nearby "point of interest" ring that you can bring up with the "B" button that points out nearby star systems, asteroid fields, and encounters, as well as a more traditional map that shows some of the surrounding area (although it's still less that 1% of the overall galaxy... tbd if we'll support zooming or something else...).</p>
<p>Anyway, that's about it. &nbsp;We feel we've been pretty productive, but still so much more work to be done!</p>
<p>Next up: more encounters, new enemies, a big boss, and a ton of audio work.</p>
<p>&nbsp;<iframe width="500" height="282" src="http://www.youtube.com/embed/ANGoP-7jQDA" frameborder="0" allowfullscreen></iframe></p>]]></description><wfw:commentRss>http://www.eyehookgames.com/news/rss-comments-entry-14860903.xml</wfw:commentRss></item><item><title>2011 in Review</title><dc:creator>Mike (Admin)</dc:creator><pubDate>Fri, 30 Dec 2011 20:21:03 +0000</pubDate><link>http://www.eyehookgames.com/news/2011/12/30/2011-in-review.html</link><guid isPermaLink="false">994730:11448408:14384432</guid><description><![CDATA[<p>A lot has gone on here at Eyehook Games over the past year. &nbsp;What started as a hobby in 2010 has become a real (small) business. &nbsp;After getting our new company up and running, we released Cursed Loot at the end of August, along with a shiny new content patch in October.</p>
<p>To date, Cursed Loot has had 6,677 trials and 4,442 purchases which comes to about $3,100 in the past four months. &nbsp;So, we're not getting rich here, but at least it buys lunch! &nbsp;The numbers for December are pretty interesting, with 519 trials converting to 500 purchases--that's over a 95% conversion rate! &nbsp;So, no complaints there. &nbsp;Now, if only we could get everybody with an Xbox to try out Cursed Loot, we'd be rich! :)</p>
<p>A lot of this year was spent on several different games, improving our game engine, and learning some nifty new tricks. &nbsp;But, now, we're firmly focused on finishing development of Cursed Cosmos. &nbsp;The Cursed Cosmos engine is working great and we are mostly focused on adding new content at this point. &nbsp;You can definitely look forward to Cursed Loot style encounters, a ton of upgrades for your ship, a good number of enemies, asteroid mining, and... wait for it... boss battles!</p>
<p>After Cursed Cosmos is out the door, odds are that we will be looking at other platforms. &nbsp;Right now, I'm pretty excited about doing something on iOS, but PC is definitely a possibility as well. &nbsp;And, of course, I'd love to do another content patch for Cursed Loot.</p>
<p>I also wanted thank everybody for your emails, comments, tweets, and forum posts. &nbsp;They've been a huge motivational boost and a great source of inspiration. &nbsp;You all are great!</p>
<p>That's it! &nbsp;Have a happy new year and see you in 2012!</p>]]></description><wfw:commentRss>http://www.eyehookgames.com/news/rss-comments-entry-14384432.xml</wfw:commentRss></item></channel></rss>