PIRATES


Wednesday, August 11, 2010

Profit!

YAAAAAAAAAAAY!! We've earned our first cent with a flash game! Let's get naked, drink champagne and celebrate!!!


(This cent was earned in the process of beta testing, the game itself is still not approved. But really soon there will be a trailer here. ;3)

Tuesday, August 10, 2010

It's never done.

You know the phrase "It's done when it's done." ? It is used by WoW-Mogul Blizzard e.g. and it means, that you should never release a game if you don't feel, that it is really finished. Forget this. It's a lie. The phrase should state "It's never done, but at some point you just have to stop!".

Over the last days I´ve been deeply involved into polishing our first game, to give players and sponsors a great first impression when they check it out. Minor bugs got fixed, the leveldesign got improved, we had a little discussion with our service for ingame-ads because of the amount of boobs in the game and we even included three new features.

One might think that - after we thought the game was finally done on last friday - after three additional days of work and polish the game now should be finished in every respect ... not! I still see lots of room for improvements: Leveldesign could be even better. There could be more levels. The story could be longer, involve more puns and tell more different aspects. More collectable bonuses wouldn`t hurt too. Ah, and the sound effects, those could get better, too, as well as the effects involving camera angles. The code could get optimzied as well, squeezing out a few more frames per second.

But ... no. I won't touch it from now on. I could go on like this forever. You could go on improving almost every game out there forever. It's not like with a painting, a song or a book, where at one point you think "That's what I wanted." or "Ok, that sucks, I´ll do another.". There is no "right" in art. But there`s a lot of "wrong" in games. Game development sometimes feels like science: The more questions you answer, the more new questions you get. There is ALWAYS a vast room for improvement.

And even the kings of WoW over at Blizzard can't tell me that they at one day sat down at their desks, looked at the game and thought "Yep. That's it. Done.". The huge amount of patches and the drastic improvements included in each of the released and upcoming add-ons tell a different story. Gamedesign doesn't seem to be "done when it's done". It seems that real skill is not "getting your game done", but knowing when you have to stop. If you don't your game will leave you mad, poor and lonley sitting in front of your screen in a dark room giggling. I won't touch our game anymore. It's done. Really. Maybe I will improve the leveldesign a bit. Or the mentioned camera effects. But nothing else. Really. *cough*






Important comment by ★ASU★:
The females in WoW have EPIC UGLY butts, so it's NOT done at all! o(>o<)o

Sunday, August 8, 2010

"How Do I Make A Game?"

Wow ... the last weeks have really been tough. If I knew back in December that becoming a flash game developer and learning AS3 would be so hard, maybe I ... ah damnit. I KNEW that it would be a horror. There are other people out there in the community that learned coding from scratch with lots of books, praticed different languages and ended up doing flash games. They are doing this for years now. And they still have a bunch of questions, and still worry about getting enough money out of it ... But even some of those skilled guys don't believe that you can make a living creating flash games. Basically everyone we know was like " ... really?" when we told them, that we'd go for creating flash games. (And they were like "REALLY!?!" when we told them that I (!) would be the coder for the games, but that's a different story.)

... Yep, we knew that it was a hilarious idea from the beginning: Learning how to create a flash game in half a year, release at least one game asap and then earn enough money to create the next game and become a successful flash game developer. Sounds like a plan, hu? ^^


That's the spirit!

Others have proven that it is possible. It's possible if you are good enough. It's possible if  you manage to create simple but fun games, that feel good, look good, sound good, perform good and are appealing to a special group of gamers at the same time. Flash games are on the rise. On a fast and beautiful rise, that may influence gaming more than most of the "real" gamers (or apple employees ...) like to admit.

After months of work, a lot of swearing and three failed attempts to create a game (they just didn´t really work out ... I will tell more about them in another post) the fourth attempt finally turned out to be a game we could release and maybe earn enough money with to justify creating another game. On friday we finally managed to finalize a version of this game that we are now showcasing to sponsors. We are really excited if they will like the game as much as we do. And we are even more excited to see how you will like it. Some days, even weeks, may pass, before we really know, but we will keep you up to date. We've got a lot to tell about our attempt to become flash game developers, about creating games, about earning money with them and about this whole casual gaming thing. And of course there will be an announcement and a trailer soon.

Stay tuned, there's more to come. For now you only get some boobies and a butt:

Thursday, August 5, 2010

PahuPahu who?

Ahoy and let us introduce ourselves!

PahuPahu is an independent flash game development team consisting of two people located in Hamburg, Germany. Want to contact us? Send a mail to info[at]pahupahu.eu!



We are:

Olga "Asu" Andriyenko, an "I'm kinda famous in Germany!!"-illustrator and manga artist, kitsch blogger and Disney Princess. Being 23 years old she already worked for almost half of her life and did some awesome stuff for big publishing houses, text marker brands, video games and animation films. Visit her portfolio here!

Jan-Erik "Lyc" Andersen, wannabe rockstar and co-founder of gamersunity.de (yeah, one of all those gaming networks), had enough of only writing about games. And so he decided to create them! Despite of his lack of logical comprehension he started to mess around with ActionScript 3.0.

Together we like going to rock concerts, playing video games, watching movies and eating tasty stuff. Furthermore we love everything loud, colorful and hilarious, so we decided to combine it in form of flash games. Asu is drawing everything you'll see, while Lyc is swearing about bugs and not understanding ActionScript. Then both start grunting into a cheap headset mic to make game sounds and special effects. Well, yeah... this pretty much sums it up.

Our business plan is simple:
1) make flash games
2) ...
3) PROFIT!


So follow our blog and watch us become rich and famous.


Monday, August 2, 2010

Prepare for awesome!!


Welcome to PahuPahu.eu even though you don't know what the hell you are doing here! Just stay tuned and you will find out. ;3