Sunday, 28 January 2018

Final Final Touches...!

I can see a light at the end of the development tunnel. I'm thinking v1.0 is pretty much done.

I've been through a lot of fit-and-finish since the last post:
- added the loading spinners, Facebook icon, email links and a whole new About screen
- created a webpage at, with video and gallery of screenshots of the game, along with download links
- and I played through all the 45 levels again, tweaking them here and there, making sure they look as good as ever and are playable on Medium difficulty level and without any extra times.

Which means I have now pushed a beta build onto iTunes Connect and am now trying to understand what's next on the release checklist. I know I am doing it all wrong in the marketing department: I haven't built a community of interested people – basically no one has ever heard about this game other than a few friends, and it's likely to stay so, but I'm dying to have it released.

It has been a 6 or 7 year hobby project of stubbornness. Mostly loose half hours in train journeys and lunch breaks. I wanted to create everything myself and take as few shortcuts as possible, so I went with my lower level tools: C++, OpenGL ES, OpenAL, Box2D, I created my own level editor and totally refused to use any off-the-shelf game engine. I was lucky to have Darren helping me out with music, because I had already been learning how to create music for some 3 weeks – that would have taken me a while longer, so that's where I drew the line.

So now what...? Right, let's go through some checklists again.

No comments:

Post a Comment