Days of Fury!

Hey guys! Its Jacob here with your daily dose of Ryzendon news! Id like to start by saying we hope that you all enjoyed our first title Bricks in Space?!  After publishing our first ever game, Josh and I are back to the project board and fast at work bringing you our next exciting adventure. Up next for Ryzendon is the tale of Frank Fury as he fights his way through waves of bad guys, cleaning the mean streets  in the name of justice in our next title Days of Fury. Stay tuned to our dev blog and our social media for the latest news on our upcoming title. We are excited to bring you our next chapter as we continue to learn and grow as developers. Thanks for your continued support guys and remember, your feedback is valued and always welcome!



June 14, 2018 marks a big day for us here at Ryzendon! I actually got Bricks in Space published on the Google Play store! If you haven't checked it out yet just click that download button and it'll take you to the play store! Play it, and let me know what you think, and please help me out by letting me know if you find a bug or two!!

First off, I want to thank everyone who has supported me throughout this journey, and thanks for all of the awesome reviews so far! Although, some may be a little exaggerated. ;) It's a humbling feeling to see others play, and enjoy something that I have created.

 There were some points in time where I thought I would have finished development way before now, and there were some times when I thought that it wasn't going to get finished at all. But, here we are! I'm so excited to have taken this journey, and even more excited to begin the next one! I plan on getting an Apple developer license, so I can publish on the Apple store also, but I have some coding/optimizing to get done first. So, I apologize to any Apple users out there that are eager to play it!

  Most of all I am relieved to finally take this one off of the grinding wheel! Now, I know Bricks in Space could be way more of a game than what it is now, and it will be in time, and I've already found a few things that need fixed so there will be an update for it soon. If people actually play it and want something more than I'll take the time to add some more mechanics to it, but for now it's time to switch our focus back to learning new things, and starting the next project! We will introduce our main protagonist of the next project soon! 

Enjoy the weekend everyone!

— Josh.



Built for Android


It runs!!

And smooth at that, seemingly... I haven't published it on any app stores yet, but it's built for any android devices out there! I know, I need to do it for Apple devices to, and I will after everything is good to go for Android. I still have a few more things to finish up on it but I at least had to show it working on some kind of device. It's still somewhat surreal to me though. Not even 4 months ago, I would of denied any thought of this coming to fruition.

The last thing I shared with all of you was the unfortunate fact that I was getting hung up on the audio. I was trying my damnedest to program a new "easy to use" audio manager, but I couldn't get it working no matter what I tried. As upsetting as it was I had to force myself to put it down. I came to the conclusion that perhaps I was a little to far out of my element. That was a hard pill to swallow for me, but I came to terms with it, and decided to revert back to the old setup. Honestly, I think half of the issue with the whole audio setup came down to the architecture of the game itself.

The bricks had audio clips attached to them that were coded to only make a sound once they were hit by the sun, but having an audio clip attached to a game object is very limiting when it comes to audio manipulation. As it happens to turn out, audio clips can't be manipulated, or controlled within the game engine. Audio clips only play the original sound you import into the engine.  However, an audio "source" can be controlled... So, why not just attach an audio source to the bricks instead of an audio clip? Well, here's where the architecture of the game gets in the way of that. 

Once the brick (game object) gets destroyed, it wipes everything out that's attached to it. So, any "one hit bricks" in the game would never play the sound. Any bricks that take more than one hit will play the audio source, but only for the hits that don't destroy the brick. Are you confused yet? ;) Anyways, I chose to opt out of the bricks making a noise when they get hit that way the players have more control over the audio while in game. I'm still learning the basics though, so that's another reason why I couldn't get it to work. I believe that wraps this post up though! I'm excited to get this thing published! SO CLOSE!

— Josh. 

Learning Loops

Well, It's Monday. That means the weekend is behind us along with the expectations of getting Bricks in Space out. I was really expecting to get this project out by now, but I'm struggling with coding in a clean user interface for the players! It's so close it upsets me that it’s not done. The main issue that I'm facing right now is the functionality of the UI to control the audio of the game. I know as soon as I figure it out I'll look back at it, and think of it as a simple fix, but I could never bring myself to release a game to the public that you can't even control certain aspects of the audio in. I refuse it. I know I'm learning as I go here, and that I'm doing this project in particular as a learner project. But, I at least have to get this right, and besides this is a script I could implement into all my future games to come, so bear with me as I address this issue, and clean it up before it launches. I'm in good hands though, my instructors over at Udemy are already helping me out with the issue, so I’m sure the issue will get worked out in no time! This is fun for me, and I love the learning experience that comes with it. So, even though I’m failing here it's still an essential part of learning in my eyes, and looking at it in that light keeps a positive mindset for me! I won't say when I think this game will be finished after this loop I just got thrown through, but I know it's soon! I know the rest of the team is itching to get our next project up, and running, and I'm just as excited, so I can’t keep iterating this one for too much longer. I hope you all had a wonderful weekend, and a good start to the week! I'll be sure to fill everyone in once I get this worked out! Stay cool everyone! 

— Josh.

Almost There!

So close!

First off, I want to apologize for how long the 'polishing process' is taking. I know it's a simple little game that should of been done weeks ago, but I can only work on it so much when working another full time job, and being a full time dad! So, bear with me. ;) This has been a huge learning experience for me, and it's only the first of many games. Over the weekend I delved deep into the built in physics engine of Unity. Learning it, manipulating it, and getting stumped by it! Now I'm no mathematician by any degree, and this is all beginner physics, but it’s fun, and I love the challenge! I have the ball programmed to generate velocity every time it bounces (as you can see in the video). It's a small formula that randomly selects an extremely minute value from the X, and Y coordinates of the plain, and accelerates the ball in the given vector. The reason why I limited the value to be extremely small, is because I don't want the ball to seem like it has a mind of its own.

What I forgot to add to the equation is drag. Honestly, I completely spaced it... Causing me some grief, and a nice, long trail of trial, and error. The ball would eventually generate so much velocity the computer couldn't even keep up with it! More technically speaking the ball was traveling so fast that the computer couldn't render the frame of the ball bouncing off of a 'collider' which led it to pass through the object. I tried many different approaches to fixing the issue, but I never succeeded. Eventually I reverted back my coursework on Udemy for referencing, and figured out that I needed to add a bit of drag to the ball in order for it to slow down. Crisis averted! Simple fix really.  So now all that needs to be done is a little more itteration, and the rest of the user interface. Then it's launch time! Which will also be a learning curve for me, but it’s almost finished, and I feel that it’s safe to say that this weekend will be the weekend I launch it!

Cheers! =)

— Josh.

Bricks in Space!?

The prototype is complete!

Bricks in Space!? That's the title of it. =) Not much of a game still, but I at least finished the prototype of it! As you can see I stepped away from the realistic brick materials, and went with a stylized art. Personally, I love stylized art when it comes to video games, for reasons I won't get into right now, but maybe later. If any of you following want me to go into more detail on subjects like that feel free to say so in the comments! Anyways, more on the game. Now that I've actually managed to complete the prototype of the game, and lay the foundation of it I can start building it! Actually, I planned on having way more of the game finished at this point, but I had to meet the 'Particle effect editor'. This editing tool that is built inside the Unity game engine is amazing! I got lost in it for hours while I was playing around with it, and learning how to use it. Unfortunately, most of the guides I came across were created for older versions of the game engine, but I managed to come up with something descent! I'll refine the effect some more, but it's time to start building the rest of the levels, and get this baby launched! I'm so excited to get this game finished so I can share it with the world! I know it's not much, being a brick breaker game, but I'm proud of what I have accomplished so far! So, stay tuned for the launch!

— Josh.

Here We Go

Awesome! I was actually debating on whether I should post that last one, or not. I'm glad I did though, I want to be on a more personal level with all of you. So, now that all of the introductions, and the back story of Ryzendon are out of the way it's time to start sharing more developmental posts! Ever since I've enrolled into this amazing game dev course on Udemy the extent of my knowledge of coding is tenfold to what it used to be. Mainly, because I knew next to nothing going into the course, but hey, still tenfold! Honestly, the thought of coding terrified me beyond any reason, but this course has smashed any doubt I ever had. Now I've already created two functioning games with this newfound knowledge! The current game I'm working on now is a classic brick breaker game that the course has been walking me through. I've learned about classes, variables, statements, boolians, and integers, and so much more! One of my favorite things that I've learned so far would be, how to publicly expose functions in the game engine, so that the content editors have more creative freedom!

Below is a screen shot of the classic brick breaker game I learned how to code from scratch! Thanks to! I plan on capturing a video of the actual game play soon once it's closer to being complete, which happens to be very, very soon! I have the core mechanic down, and it's playable now, but I have some other clever little mechanics I'm going to implement before I launch it. I know it's not much of a game, but I have to start somewhere with the programming side of things! So, please bear that in mind when I actually launch this game out into the wild! I plan on launching it for Android, and Apple, but probably Android first. More to come soon!

— Josh.

Desktop Screenshot 2018.04.19 -

The Rising Dawn

I've always wanted to be in the video game industry. Except, I always thought that this dream of mine was some far-fetched 'pipe dream'. I never even imagined owning my own video game development studio though. I always saw the prize job as working for some massive triple-A studio, creating and designing levels as my day job. Once I realized that I didn't want to be in debt up to my neck I completely abandoned that dream. I couldn't bring myself to do it for some reason, and honestly the only reason I can think of was the fear of not being able to land that dream job after completing school. I didn't give up entirely though! I eventually started to use the Unreal Engine to create my own scenes, and that gave me some motivation and drive to pick this dream of mine back up. I planned on making a big, juicy portfolio out of all my game scenes to lean on when I mustered up the courage to apply for that dream job, but I never went through with it. I can't tell you where I fell through— again, but I fell through... Then some wonderful things finally took place in my life, and gave me the courage and motivation to do what made me happy. That dream morphed a bit though, and finally it grew into Ryzendon! Now here I am taking the leap! Call me crazy, but this genuinely makes me a happy person. I love waking up in the morning, filling up my coffee cup, and firing up my machine to build games! Now the real trick is to do it for a living. I'm trying to make sure I don't sink here, so I choose to still keep my day job while pursuing this dream. But It's a new dawn for me, and I couldn't be more excited to be doing something I love to do. So, Ryzendon isn't just a company to me, It's my rising dawn, my new day!

So, establishing Ryzendon honestly wasn't that difficult. The process isn't near as bad as I thought it would be, and only took but a few days to accomplish. Luckily, I had an awesome mentor to point me in the right direction. There's also plenty of guides out there on the internet that can help people out. I even found an extremely detailed guide on my State's government website that spit out links for me to follow so I could do it all online. Too easy, right? So, don't do what I did, and let yourself fall through.

— Josh.

Meet the Director!

Hey everyone!

I'm Josh Armstrong and I'm the owner of Ryzendon Game Studios. I'm currently taking the role of programmer and director for the team!  I just established this business not even a month ago so needless to say, we are fresh! My passion for video games and the craving for creating things has led me down this trail so here I am, chasing my dream! I'll be honest with you all, I am no master mind and I don't have an impressive back ground to present to any of you so lets keep the bar low for expectations.. for now! ;) Creating games makes me happy and I just want to share my creations with the world in hopes to give some of you the sense of escapism from reality so I hope you all can appreciate that! 

The Ryzendon team consists of three other nerds besides me, who are just as passionate about games, art, and creativity as I am. We are all stoked to be apart of this so you'll be meeting them to! I suppose that just about wraps it up for this post. I just wanted to give you a little info on me where i come from! Also, be on the look out for Ryzendon's upcoming social pages!

Stay cool, guys.

— Josh.

Meet the Artist!

Whats up everyone!

I'm Ryan Hauser and I am a Concept Artist here at Ryzendon. I love a good video game and I have always held a special appreciation for the amazing imagery that gets you immersed in the adventure! I'm happy to be apart of the team, and I cant wait to see what the future holds for Ryzendon!


— Ryan.


Meet the Level Editor!

Hi everyone!

My name is Cody McDaniel and I am a Content Editor here at Ryzendon! I make the levels we design look and feel immersive and captivating. My main focus will be to ensure the game space is relative and believable to the story or universe it takes place in.  Josh and I have been friends since childhood and grew up together sharing the same dream of working as game developers. I have had a passion for gaming ever since I could hold a controller and I have been building my own worlds since the dawn of level editors. I look forward to being a part of the team and making games that are memorable and enjoyable for everyone! Chasing this dream is a humbling experience for me and I want to encourage all of you to do the same!


— Cody.

Meet the Writer!


I'm Jacob McKemie and I'm a writer and an assistant content editor for Ryzendon. My primary role is story telling. I work with the Ryzendon team to ensure that with each new world we develop, we build a narrative that encompasses the gamer in the adventure and the discovery of the rich histories of the world's we have built to share. I will also be working closely with the Ryzendon community to ensure that we offer gamers transparent feedback and insight into the company's content roadmap. I encourage you all to please reach out to us on our social media!

Thanks guys!

— Jacob.


Hey everyone!

Welcome to our Developer Blog! Here we will share with you our journey through the seas of game design, and software development. Here you can expect sneak peaks, and snap shots of the content we work on as we create our games. We want to listen to our fans when it comes to creating our games, so please feel free to leave a comment, and share some feedback! We hope to grow, and build a community for people to come to and enjoy themselves so please make yourselves at home!

We cant wait to show you our work!