Posts tagged: Game Dev

The Squishy Finish Line

The end is near! There’s some quote out there that sums it up and I wish I could link to it but my Google-Fu is not with me tonight. Paraphrasing:

The goal is not to add features but to remove as many as
possible while still retaining the essence of the game.

Something like that. I cut a few features that were already implemented, and axed a couple that I was planning to add but really didn’t contribute to the game. And I added a few features that I felt did contribute to the game.

What was cut? The “group drop” power ups. That includes the “color dropper” and the “icon dropper”. What do those do, you ask? Exactly. They were confusing while playing, even to me.

Color Dropper

When you activated this power up, any time the ball hit a tile all of the similarly colored tiles adjacent to it would fall as a group.

Read more »

The never ending 10%

I’m currently pushing through what I believe to be the last 10 percent. There’s a quote on the page I linked to:

The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time.
-Tom Cargill

So when I thought I was going to be able to complete all the features and fix all the bugs for an end-of-March release of Squishy Bugs, I was enthusiastically wrong. It’ll be done when it’s done.

Right now I’m toying with the idea of stripping the half-baked features and uploading a new version to show off the new features that are completed. These would include:

  • option to turn on/off sound
  • option to turn on/off music
  • game now features music by ozzed
  • if it’s the phone’s first time playing the game the “Start” button does not jump right into a game but instead starts the tutorial
  • game now gathers (but currently does nothing with) various metrics (games played, balls throw, bugs squashed, how much time was spent on the settings screen, etc)

The unfinished features are something like:

  • WaggSoft account registration (can register/login but error catching needs work)
  • metric gathering (Google analytics)
  • menus are getting overhauled, using libgdx widgets. Still need to learn how to scale fonts and graphics in these widgets.

And then there is the list of things to even start on. Like, adding more power ups. Adding high scores. Creating the WaggSoft account management page to allow users to change their username and update their email address, etc.

I’m learning so much and I’m going to be so happy when I can say the game is done. This was meant to be a “quick project” to work on while I took a short break from codename Space Fight. At least the skills are transferable. And Space Fight will be better because of it, and the development should be much quicker than it previously was.

Thanks for sticking with me!

Squishy Bugs on the Android Market

So I totally forgot to mention that Squishy Bugs is now available on the Android market. It’s free. It’s ad supported but not in an intrusive way. You actually only see the advertisement when you are *not* playing the game. Like when you are viewing the main menu or settings page. That kind of stuff.

It’s an early release. I’m calling it version 0.0.1. It’s going to change a lot by the time it’s done. There are at least 3 powerups I can think of that need to be added to the game. The sound effects will be tweaked. I want to have global high scores, and I’ve already written most of the server code for that.

So if you have an Android device, please check it out. It installs to the SD card by default and it only takes up 1.9MB of data.

Also, if you have any issues to report or want to discuss the game or ask questions then you can do so at the forums. Or reach me over Twitter.

SpaceFight! Ballistics

SpaceFight! now has weapons and bullets (missiles). There is no hit-detection going on, yet, but the missile management is there!

SpaceFight! movement

Added a new state to the loop that handles the ‘turn’ after all the pawns have been given instructions. During this state, the pawns carry out the instructions given to them. At the moment, the only instructions they carry out is movement.

Presently, all the pawns turn toward the direction that they are traveling. I think I might change that so their rotation can be player-defined.

Staypressed theme by Themocracy