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Progress.txt
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Ludum Dare 48h compo #30
------------------------
Total time during compo = 8.5 hours
Total time post compo = 4 hours + ???
23/08/2014 (7.5 hours)
----------
13:45 to
14:10 Played around with a 2D sprite to figure out how to view it.
14:15 Added the new Unity project to SVN.
14:35 Added keyboard controls for sprite player. Player takes slow, measured steps (i.e. turn-based steps).
14:50 Experimented with script variables, changing them in MonoDevelop vs the Unity Editor. Killed MonoDevelop when it misbehaved. Created an 8x8 monochrome sprite.
15:10 Created another sprite. Added both sprites to Unity project. Created a Map object and script.
15:35 Got map script generating tile objects in a grid to form a visual map.
15:50 Created another sprite, and a tiny 3x3 map. The map is now displayed, although with gaps between tiles.
16:30 Enlarged tiles to remove gap. Made camera follow player. Created a new player sprite.
16:44 Created a new tile that is actually tileable across the map.
17:15 Added collision detection between player and solid tiles. Each tile can be marked as solid or not.
17:15 to
18:00 Went grocery shopping. Put pizza in oven.
18:10 Worked on map and tile artwork.
18:10 to
18:30 Ate pizza.
18:45 Inverted one tile's colour to make the background black, and made it tileable.
19:10 Setup two separate players, each with their own camera and map. For now they both move in sync on the same level layout.
20:00 Made some tiles walkable to one player but solid to the other player. Made right player's tiles render upside-down.
21:00 Made a lethal tile that kills either player, and a goal tile that transports either player to the next level.
21:00 to
21:20 Phoned Anna. Prepared cycling gear for tomorrow.
22:00 Added sound effects for player death and reaching the goal.
22:20 Added more levels. Changed logic so that both players die when one touches a lethal tile, and both must touch a goal to move to the next level.
22:40 Created more levels, including some introductory levels.
23:00 Created and play-tested more levels.
24/08/2014 (1 hour)
----------
19:50 to
20:05 Tried to workout the minimum I can work on to 'finish' the game for the compo. Commented out broken levels, and put levels into difficulty order.
20:05 to
21:45 Dinner, dessert and TV with Anna.
21:45 to
22:10 Created a trivial starting level, and a final level.
22:20 Removed the annoying background music.
22:50 Submitted to the Ludum Dare website, with description and screenshots.
POST-COMPO
==========
04/09/2014 (1 hour)
----------
20:05 to
20:15 Seemed to break the Unity project. Figured out how to load up the correct scene.
20:20 Darkened the background from white to grey.
20:40 Created new sound effects to replace existing warp and die sounds. Also created a walk and wall bump sound.
20:55 Added these sounds to the game, and tested them. Made the walk sound softer. Slowed down the walk speed so that the wall bump does not play too frequently.
21:00 Built a post-compo web build, and added it to SVN and Dropbox. Tested the Dropbox version online.
21/10/2014 (3 hours)
----------
19:00 to
19:10 Tested existing levels with an eye towards the level border preventing both avatars from moving.
19:30 Started coding super level border, but realised it requires syncing both players! Resorted to cloning some levels, with actual lethal tiles on the boundary.
20:10 Realised that the players start position is hard-coded. Created a tile char to represent the start, and made the players start at it.
20:10 to
21:00 Ate dinner, and tried to fix my Silverlight games on GameJolt!
21:10 Prevented diagonal player movement
22:00 Tested cloned lethal levels, and fixed levels that became impossible due to lethal tiles.
22:30 Built for Android and tested on my S3 phone.
23:00 Uploaded Unity web build to GameJolt, and tested it.
23:20 Attempted to upload Android build to Google Play store. Realised that build is signed with a debug key. Postponing to another day.
22/10/2014
----------
22:00 to
22:45 Signed Android build with a new signing key to get it onto the Google Play Store
23/10/2014
----------
19:30 to
20:20 Cropped and resized screenshots to create promo images and icons for Google Play Store and Amazon App Store.
20:40 Filled in other details, and published this game on both Google Play Store and Amazon App Store.
25/10/2014
----------
09:30 to
09:50 Paused very slow anti-virus scanning, and started using ViewSonic monitor with laptop.
14:00 Laptop continued being very slow! Had to reboot it! I spent the rest of the weekend trying to speed up my laptop!
29/10/2014
----------
19:40 to
20:10 Ate dinner and brainstormed new game features
20:30 Read docs about Unity animation systems, and experimented with legacy animation
20:45 Made players move in a smooth animation
21:15 Fought with Unity GUI system. Could not make it work.
21:40 Fixed a bug in the player movement animation
02/11/2014
----------
12:30 to
13:15 Read up about Unity Ads thresholds and payment methods, rediscovered how to login to Unity Ads website, and signed up for regular emails on revenue.
13:15 to
14:30 Ate lunch and read up on Unity advertising.
14:35 Switched landscape orientation and inverted loading indicator. Changed app name and bumped version number.
15:00 Experimented with advert freeze bug. Worked around it by not pausing game during advert. Now show adverts between levels.
15:15 Searched for an unused game name in Play Store. Settled for "Fatal Swipe".
15:30 Added perma-death, resetting player to first level. Now also shows an advert after each death.
15:45 Trimmed first two levels down to smaller size to avoid boredom of swiping lots on levels without tension.
15:55 Increased touch sensitivity, so shorter swipes move player.
16:05 Fixed broken level D2 and integrated into game.
16:10 Changed background colour to black to match floor tiles.
16:10 to
17:00 Tested on both of my Android devices. Adverts sometimes crash the app on my Android tablet.
17:20 Had a shower
17:50 Added UK English 'translation' of US English to Play Store listing. Tried to publish latest version of game.
18:45 Published latest build of game on Play Store and Amazon Store.
04/11/2014
----------
21:30 to
23:30 Made level editing easier by allowing tiles to be represented by arbitrary characters. Switched to a better set of characters, and converted half of the levels.
06/11/2014
----------
19:15 to
19:30 Read up about integrating Facebook into Unity Android games. Registered as a Facebook Developer, and started registering a new Android App on Facebook Developer website.
19:45 Got stuck registering App on Facebook due to missing Key Hash. Imported Facebook SDK into Unity for my game (took a while).
20:20 Tried to edit the App Name and App Id in the FacebookSettings in Unity (very unresponsive!). Attempted to generate a Debug Key Hash for the App Registration.
20:20 to
22:30 Dinner and TV
23:00 Tried out sample Facebook UI in Unity Editor.
08/11/2014
----------
08:00 to
08:10 Experimented with generating random music procedurally on a website. Result was so-so, and a MIDI file, not supported by Unity.
08:25 Found some old freeware music (DST-DoomNGloom.mp3) and made it loop in the background in the game.
08:44 Had a look at the Facebook sample console in Unity.
09:00 Started writing code to initialise Facebook engine from the game.
* AFK *
11:40 to
13:00 Hacked some more with Facebook integration. Messed about a bit.
13:30 Signed up to a new DropBox account. Switched laptop, Android phone and tablet over to using new DropBox account. Tested game on devices.
14:00 Noticed on phone that I had forgotten to log user into Facebook. Fixed this.
* AFK *
15:05 to
15:35 Tested Facebook functionality on Android devices. Tried to add release hash to Facebook settings, but was rejected.
16:20 Got posting to Facebook working from game, posting dummy text and link!
17:30 Added button with Facebook icon for posting. Posting now works, and includes a caption, description and screenshot!
18:00 Checked the many, many files in the Facebook SDK into SVN
19:00 Finished converting all levels to new character set. Changed app icon to the pink tile (with transparent background).
27/11/2014
----------
19:30 to
19:45 Tested out game in Unity on Windows 8. Discovered that same 3 tile prefabs are broken again (Win7 vs Win8 issue?)
20:00 Wasted time trying to play music to code to, on iPad and in desktop browser.
20:40 Added scoring which increases at the end of each level. Tried to post to Facebook after player death, but Facebook issues on Win8.
TODO
----
Build better levels.
Change the game play to be more interesting.
Prevent player using level border to move other player? i.e. when one player collides with the border, neither player moves!
Artwork - make this less ugly!
ANDROID KEY HASHES
------------------
Debug Android Key Hash (shown by Unity Editor): [redacted]
Release Android Key Hash (detected by Facebook): [redacted]
POSSIBLE GAME NAMES
-------------------
Experimental Game #1
Work Together
Swipe To Die
Last Swipe
Fatal Move
Fatal Swipe ***
APP STORE DESCRIPTIONS
----------------------
Title: Fatal Swipe
Short description: Two doppelgangers in different dimensions, forever moving in lock-step...
Product feature bullets:
• Turn based puzzle/strategy game
• Retro art style
• Easy levels quickly give way to fiendishly difficult levels
• Permadeath results in a brutal and punishing difficulty curve!
• You only see adverts if you lose!
Keywords: best, brain, brutal, challenging, color, colour, difficult, exciting, fun, game, games, hard, minimal, minimalist, perma-death, permadeath, punishing, puzzle, retro, smart, turn-based, turnbased
Long description:
Two doppelgangers in different dimensions, forever moving in lock-step. But is everything as it seems?
A puzzle game with perma-death. Swipe up, down, left or right to move in each direction. Experiment with the blocks that you discover, and find the exit to each level.
Originally created in about eight hours for the Ludum Dare 48 hour game competition, and then improved from there.
NOTE: this is a free game with no in-app purchases, but it does contain some adverts.