In May of 2017 a 13-year-old set out with a goal of making a professional, fun, puzzle game. Months later, the project is nearing release. Here’s the inside scoop on his journey.
an article by Brayden Gogis (the 13-year-old himself!)
It wasn’t my first rodeo.
I’d already made two games for iOS. But I had a vision for a much more complex app than what I had previously accomplished. I had been using a game engine designed to make learning the basics easy.
But now I was moving up.
I didn’t think that the game engine I used for Dot Worlds and Phose was powerful enough to create my vision. I thought I might be able to pull it off, but it wouldn’t be as grand. I did not want to settle for merely “pulling it off.” I wanted to create something with a greater wow factor and less ‘oops’ moments than seen previously from me.
But what to use?
Now that I was moving on, I wasn’t sure what to move on to. I’ve always been a fan of Apple products, so during my research I was very pleased to come across Swift. It appeared to be an extremely powerful coding language, with everything I love about Apple. I knew immediately that this was the engine I wanted to use.
But how to learn?
My dad and I looked on Udemy for courses in Swift iOS development and came across a course by Devslopes. So I got to work, taking the courses and learning. With what I had gathered I created my first Swift app, Myft. Although I had to take a break from my plan of making a complex game, I never forgot it, and after Myft was released I got to work on my ambitious project: Octopuz.