Devlog – 3rd February 2014
A bout of illness early in the week slowed me down somewhat. That’s not to say that nothing was achieved though. In the latter part of the week I focused…
A bout of illness early in the week slowed me down somewhat. That’s not to say that nothing was achieved though. In the latter part of the week I focused…
This week was interesting. I finished porting to Sprite Kit. Unfortunately I had severe performance issues in scene transitions, interrupted actions, and, most importantly, tile placement. I’m talking about a…
This week… still more porting! I successfully migrated the level select screen. The layout is far from perfect but is just about looking okay across all devices. No especially big…
This week, more porting to Sprite Kit. I created texture atlas’s for the main menu for all device targets (iPad, iPad retina, iPhone, iPhone 5). This was satisfying as its…
And we’re off. My first devlog of 2014. I’m breaking these into week long blocks. They’re designed to be short, discussing what has been achieved each week. Hopefully they will…
Happy new year! Its been a while. Lets kick off 2014 as we mean to go on, with a post. In this one we’re reviewing 2013 and discussing what’s in…
Its important, as someone who purports to be a game designer, to play games. Not just the latest AAA shooter or the latest games-as-art indie game, but a whole breadth…
Level 3 of my demo is at last complete. This sprint has included the addition of a new river tile and two new widgets (the bridge and the teleport). The…
I finally feel like I’m getting into a bit of a rhythm with this game. The last few sprints have been really good and level 2 of my 5-level demo…
Following on from the last update, I’ve now successfully modified merlot to use relative positioning. This means that the game is now playable on the iPhone 5 (and future devices…