This is the second part of this postmortem. Catch up on the first part here.
Sunday morning: controls and gameplay We have fire, we have buckets of water, we can get the buckets to the fire… now what?
This weekend was the third instalment of the Alakajam! game jam. I was really happy about the shortlist of potential themes, so I knew this was going to be a fun one.
It’s been over two months since my last post, in which I announced that I was abandoning JavaScript for the development of Turtle Paint, and switched to Ruby instead.
As announced, I made a large sprint this week to bring the artwork closer to completion. I think it’s about halfway done now, but I’m getting more and more experience with this, so the second half should go a lot faster.
Like I announced, lots of work on graphics. In-game graphics are beginning to come together, but are only halfway done, so the overall result still doesn’t look too good.
In Android, generally speaking, each different screen presented to the user is called an ‘activity’. Until recently, the only activity in the game has been the game itself.
Like last week’s, this post is a day behind schedule as well. Since I’m working on my part-time side job on Tuesdays and Wednesdays, it was a silly schedule anyway – changing to Thursdays to accommodate.
It’s difficult to do a screen-cast of an Android game. You have to root the device to even take a screenshot, and with the game taking up most of the CPU, a live video is out of the question.
After deciding in which direction to take the game, the last few days have been a matter of implementing this. Due to various circumstances I haven’t been able to get as much done as I would’ve liked to, which is why this post is relatively short and fragmented.
In the days of MS-DOS, things were simple. If you developed a game, you usually wrote it for one specific VGA or SVGA resolution, such as 320x200 or 640x480.