Strike Eagle – Mission Accomplished
by Paolo on Apr.01, 2009, under Experiments, Programming

Strike Eagle V 1.0
MISSION ACCOMPLISHED!
Check it out!
The game has been completed and is now pending approval on MochiAds for publication on their site and for the contest. It has been a long month and it feels like I’ve been working on the game forever. Now I am officially releasing all the interim builds along with their mistakes under the “Strike Eagle” tagline. I think it is important not only for myself, but for other indie developers to see the struggles, compromises and changes that go into game development especially when under time constraints and pressure. This blog is meant to educate and inform and show game design and development in action.
Among several major compromises was that the game is far too short for my liking. I would loved to have done several different landscapes, levels and breaks in the middle of the game. But I had put in about 3-4 hours a night for about 6 weeks to get it this far and I had to cut back on my final vision. Admittedly, a complete rewrite of the 80’s “Afterburner” arcade game in Flash in less than a month and a half and working only at night is quite aggressive.
During this time, I had to sacrifice an astonishing amount of sleep which I recovered on the weekends and on some weekday nights where I could not stay awake any longer. My youngest son, was constantly by my side, sleeping on the couch and waking up from time to time to remind me that I’m human and that I need rest. My eldest son was encouraging me by his excitement and enthusiasm to just play the game and asking for more features such as shooting down enemies – and maybe someday I’ll add the robots he asked for in another game.
And my beloved wife… I couldn’t have done it without you. I almost gave up had it not been for you.
There were some very unexpected events that happened during the making of this game – most especially sad was the loss of the beloved cat Louie “The Count of Monte Meo.” He is actually the mascot in the logo for “Counterpunch Games” which is a play off his nickname “The Count.” After much discussion and deliberation, we retired the logo and put a dedication to him in the actual game. We hope to resurrect his memory in a much stronger and more thought out brand for our future game endeavors.
There is a long list of people whom I wish to personally thank, especially the friends who helped me, inspired me, and encouraged me along the way.
Mike Bilter and Scott Lightfoot who I first met in my first attempt to start a game development career and inspired me to go indie. Scott, thank you for the late-night discussion of making a game just like this.
Sheridan Layman and Jeremy Alessi who I met through the Richmond Game Designer’s Special Interest Group. Thank you Sheridan for creating the group and getting us all together. And thank you Jeremy for your inspiration as a published indie game programmer with much accolades from indie guru Jeff Tunnel himself.
Jeremy Kane, Brian Lowry, and Todd Scarola are some of the most brilliant and talented people I have every had the privilege to work with. Thank you Jeremy for showing me that no matter how busy your family keeps you, you can still make time to learn more and master your craft in the wee-hours of the night. Thank you Brian for your entrepreneurial spirit and inspiration. And thank you Todd for encouraging me to not doubt myself standing shoulder-to-shoulder with programming giants.
Thank you everyone. I hope you enjoy the game and I especially hope to make many more of them in the future.
But for now… I need some sleep.