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#OGAM 2015 first post

OGAM stands for One Game a Month, and is an ongoing challenge  to help encourage developers to actually produce stuff, and enjoy doing it.

I've had a busy year which sort of scuppered my 2014 plans for OGAM... I left Jisc, joined the University of Brighton, and started an MSc in Computer Science.
Whilst I've done lots of interesting things, I do really miss game development, and am going to give the OGAM things another go.

On Christmas Day I played a bunch of iOS games I'd bought ages ago and never even looked at... Yearwalk, and The Room, and Device 6, and I thought I can do that... I can build that style of game, and I can certainly create eerie atmospheric graphics... and It would make a difference to the usual simple arcade games.
So I looked up the Corona SDK documentation for the Composer API, which replaced the old Storyboard API, and what do you know... they've gone and built a Beta Composer scene manager, that looks pretty bloomin' useful.

So here's the first post for January's effort, the OGAM Theme is RESOLUTION, and I'll try and build something that means I can re-use the graphics and other assets I cobbled together for the #24HCD story I did in in 2012

It may turn into a family affair again - Dom is currently studying film production and seems at home making complex sound effects with Adobe... Sound Effects maker, or whatever it's called... and I could get Adam to compose some eerie background music (which might arrive sometime in 2017?).

I'm going to have a play with Composer Scene editor, and then look at some suitable fonts... might finally get round to making my own font to embed in the game.

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It's logically set out, and makes it super easy to run a Beta test.
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