Big Bad Robots is an indie game developer but we also do contract development. We have developed on all kinds of platforms (PC,Handheld,Consoles) but now primarily focus on iOS,Android and Unity. Contact us if you looking for developers with over 20 years experience in software and game development at biz -at- bigbadrobots.com

Designing an Achievement system for Last Call

October 16, 2010terence

After I got all the technical “bits” of Game Center working for the Leaderboard and Achievement System for Last Call, it came time to design an achievement system for the game. As soon as I started with it, I found out that it was a lot more complex then what I initially imagined.

From the technical standpoint, an achievement system gets into all parts of your code from the scoring system and level progression to the power-ups. It’s bewildering everywhere and QA testing it is going to be a bitch.

From the design standpoint, I can’t wrap my head around what other than ‘wow! I finished that” you get from an achievement system. Other games give you a virtual reward but right now I balancing out my potential rewards with what additional content I can scrape together (or beg borrow and steal). Here are some examples of some achievement I am thinking of implementing:

Story Mode:

  • Finish story mode
  • Clear 10,20,40,80 customers
  • Purchase all bar upgrades
  • Purchase all flair upgrades
  • Purchase all drink upgrades
  • 3FER 1,5,10,20,40,80 (3 same drinks in a row)
  • 4FER 1,5,10,20,40,80 (4 same drinks in a row)
  • 5FER 1,5,10,20,40,80 (5 same drinks in a row)
  • Money Achievement (200,400,800,1600,3200)
  • Flairless finish (Don’t use any special powerups)


  • Time achievements (1 minutes, 2 minutes, 5 minutest 8 minutes, 10 minutes, 30 minutes, 60 minutes)
  • Play X minutes without losing a customer (30 seconds, 60 seconds, 2 minutes, 4 minutes)

There are a mind-boggling more that I could implement. Yikes! There must be a dancing monkey in this some where.

Indie Game Development Life…

October 6, 2010terence

Game development is a lot of work, more so if you are the designer, programmer and sometimes artist on your games. For now, I have 3 projects that are active at the moment and sometimes I wonder where I find the time to sleep. I try to make lists of things I would to accomplish and try to finish as many as possible but sometimes you can get too obsessed with one project and forget about the rest.

My week usually breaks down into:

  • Monday to Wednesdays – Work on the “main” project. Right now my main project is adding Game Center features to our game Last Call.
  • Thursday to Friday – Secondary project (usually the next game that we are working on). Right now mostly focused on “Adventure”, an online game creation system.
  • Saturday & Sunday – A break and research. Right research, design, prototyping of a HTML5 Game Engine and our next iPhone game. Also I do some marketing, write some blogs or do some reading.

My day usually start around 7:00-8:00 or so. I try to go out for a walk/run in the morning, back by 9:00. Then it’s work until Lunch and a game. Work till Dinner…watch some TV until about 7 or 8 and then working till 11 or 12. There are off days and days where I take a break and try to do something else but that pretty much the routine. I also try to ‘work outside’ at Starbuck once or twice a week to see other people.

Have a productive day eh! Hmmm..that reminds me I forgot update my own blog…

Destroy! Destroy! (Danger Will Robinson)….


(Previously posted on iopixels.com)

Salutations from Big Bad Robots. Yu (or MR. YU) as he was known invited me post once in a while on iopixels, you know just for fun, laugh, chuckles…and some crying into beer which is where alot of thing start.

My name is Terence, I have been developing game professionally for over 9 years. Mostly in Malaysia, although I have thought about going overseas and working in some big studio the only 2 things holding me back are the food and the ability to make my own games here in Malaysia. I suppose that makes me an Indie developer and I am going to talk a little bit about being an Indie developer in my first post (just to make sure we differentiate between Indie developers and people who get paid money to make games for other people). Yes, I might piss some people off in my definition but I have pissed so many people off already, what’s one more!

  • Mostly self funded – There are grants,money out here in Malaysia but if you need it to make your game  and can’t get started without it then I would question your passion, intentions and integrity. Too many people consider the government a cash pit to get money out but funds are limited and IMHO should be only given to the deserving. If you can public money, do that first. If you can get money off of contract work, schlepping web sites or put aside enough of your savings. Personal investment into the games you make are always a way to motivate you.
  • Original games – Original games doesn’t mean …oohh look at that artsy game…it’s a game thought up by you (yes could do a clone of a game with different controls). It may be a puzzle game, a driving game, a drinking game (Shameless plug for Last Call). But it should be your own from beginning to the end till death do you part.
  • You are trying to make a living out of it – Indie developers versus hobby developers. I ain’t saying hobby developers are necessarily bad but Indie developer do want to eventually make a living off of their games. Every game they sell makes them feel better and want to make more games.
  • You shipping at least 1 game a year …Ducks and Hides…but why not? Many Indie games take longer than a year. while a labour of love can take 2-3 for a complex 3D game, I am not sure how long people can go without making any money at all…release a technical demo if it takes longer..to our community at all.
  • Can’t explain to people what you do…Yes auntie …I make multi-media products..actually it’s better now..everybodies got a an iPhone…Yes Auntie I am rich making iPhone products..Where is your cute daughter?

I think I will leave all of you with that.