Archive for the ‘iApp Programming’ Category
You’d best click quick if you want to get your unwashed paws on a FREE on the house copy of HECTOR: Badge of Carnage from the nice guys who love to touch Apps over at Touch My Apps!

Claw your way to the top of the pile and be careful not to get your eye poked in the mad scramble for HECTOR: Badge of Carnage for iPhone! Things are about to get ugly….
Click the pic or the link
http://www.touchmyapps.com/2010/07/05/hector-badge-of-carnage-ep-1-promo-code-giveaway
Apple features HECTOR: Badge of Carnage as one of the “BEST GAMES YOU’VE NEVER PLAYED”!
“HECTOR: Badge of Carnage Ep1 – This point and click adventure game really pushes the boundaries of the App Store approval process. Filled with dirty humor and raunchy references,Hector won’t take you more than a few hours to beat… But those few hours will be amazing.”

http://www.touchmyapps.com/2010/06/25/apple-the-best-games-youve-never-played
http://toucharcade.com/2010/06/25/apple-features-the-best-games-youve-never-played
If you agree this is one of the best games you’ve never played – then it only makes sense that you need to go play it. Right now.
http://itunes.apple.com/app/hector-badge-of-carnage-ep1/id351646413
For those of you with a nose for an exclusive, you have come to the right place. I figured that I had banged on about the game for long enough and that I should actually let you guys have an exclusive sneak peak at the game itself. The game by now needs little introduction, but while I am here……
We are currently in production of the iApp ‘We Negotiate with Terrorists’ the first installment of the trilogy of games ‘Badge of Carnage’, the first mobile application of the property Hector: Fat Arse of the Law. To date we have teased and titillated you with screenshots and posters and other such niceties, but nothing really competes with seeing the game itself first hand so that’s why we thought we would share it with you now to further whet you appetite for the game.
We don’t believe in keeping things back from the public who have to wait so patiently for releases of new games. We don’t agree with teasing the paying public with just still images and a lot of huff and puff about how marvellous the game is going to be, we actually wanted to go one step further than most people are prepared to go and release part of the game to the public so that they could see what they are in for. We wanted to go that extra mile as we believe that when you see the game you will be blown away by its grandiose scale and ambition. Not just visually, but conceptually, biologically, ergonomically, holistically, and quite possibly even spiritually.
So without any further procrastination on my part, I would like to unveil the exclusive first ever view of the much anticipated Hector: Fat Arse of the Law game ‘We Negotiate with Terrorists’.
Enjoy.

Buoyed by the success of our first venture into the world of iApps and iPhone games, and with the added incentive of funding from CIIF, we have decided to produce another iApp, this time for the Hector: Fat Arse of the Law property. Earlier in the year we decided that the iPhone market was too good an opportunity to miss and thanks to Chris Walters from Intrinsic Development, we were able to train our resident web guru Mr Kevin Beimers, Esq. to a point where he was able to develop, produce and launch our first iApp ‘Keek on a Crab‘, an extension of Lifeboat Luke property.
Kevin has taken to the development of iPhone Applications like a Glaswegian to a bottle of Buckfast, with Keek on a Crab being quite an achievement for his first foray into this area. So the team has now planned to embark upon an even more ambitious project in the Hector game.
Inspired by games such as ‘Day of the Tentacle’ and ‘The Secret of Money Island’, which kept Kevin and Dean out of trouble when they were lads, we plan to develop a series of Hector point and click adventure games that will feature original animated content and will introduce the character of Hector to wider audience who have yet to experience him in all his two dimensional glory.

So the easy part of decided what we are making is over we now only have the small matter of coming up with the script and game-play for an iApp that we think will be compelling enough to generate significant interest when it is launched, but is also feasible for us to produce given the very tight schedule and budget that we are working to.