Friday, October 24, 2014

Unicorn Training: Open House Crunch Time!


     Open House is coming up this Sunday and I want Unicorn Training's beta to be playable! It's super crunch time as I try to get as much done as I can so I can upload the beta to Google play and have it on my tablet for Penn College guests to play. I'm especially excited to see more kids play the game now that all the flashy stuff has been added to it. I'll finally get to see just how pick-up-and-playable my first adventure really is.

     There's tons of bugs to fix and loose ends i=to tie so I'm just going to get to it now. Expect details on how it went next week!

Thursday, October 23, 2014

New Class Schedule (Project Schedule Change)


     I did my class scheduling on Thursday and the fact that I forgot about semester exclusivity existing threw my entire school plan into chaos. I was counting on all my senior year classes being the easy stuff but now a lot of ones I was planning to get over sooner rather than later are scattered over the next 3 semesters.

Wednesday, October 22, 2014

Unicorn Training: MORE Save Bugs & Features


     I'm really treading on eggshells here with these saves because I found even more variables I missed, a bunch of mismatched file types, and even file some naming convention mistakes. While I was at it I changed up a few other features involving save data.

     Now whenever you die there is a penalty of losing 20% of your current experience points (up to zero) and pressing the quit button exits to the game's menu while save will allow you to quit and come back to the room you last entered. I even put an erase button on the main menu so players can erase old saves because I noticed that once all files were full there was no way to start a new game.

    This stuff allows players to use the pause menu's Go Home feature, escape from battle if they retry, or leave a boss room and come back with items. With these features out of the way I can do the final additions (music, then scripted intro and ending) and finally be done with this thing so I can watch other people play with it.

Tuesday, October 21, 2014

Unicorn Training: Cleaning Up The Save System


     Things are as busy as ever. School is back full force and I spent most of the day either in class or in a textbook. I used my few hours of gamedev time sprucing up the save script and rechecking it for important data values I overlooked (there were a few). As of tonight the save system works great and is easy to edit. It' important to get this down now because my mobile project is going to have a ton of variables to keep track of.

Hopefully more gets done tomorrow!

Monday, October 20, 2014

Bug Hunt, Scripting Saves, & New Video Editor


     Yesterday was all about fixing bugs and testing the data save features. I made another disembodied script called Saves to go along with Globals that handles all the save info in a central place. With this I can focus on saving the game at certain points rather than on the fly like I did with DragCore which caused some minor performance issues. I was surprised that there really wasn't much data to keep track of for this game. I hope my future games have data this easy to manage.

     I also got to try out Lightworks which I will now be using instead of Windows Movie Maker. Unfortunately I'm not able to transfer the edited file project to it and remaking the whole thing is more trouble than it's worth. I'll just take it as another lesson learned and make future videos with this free professional tool. For now, I just recorded some gameplay (using my phone as a controller instead of a trackpad) and played around with some ideas for the official trailer.

Sunday, October 19, 2014

Unicorn Training Development Video #18 (Alpha 2.0)


     I could spend a couple paragraphs explaining all the details and things I added to the game overnight, but I think a gameplay video will work better.

     This video is actually a recording of an edited project in Windows Live Movie Maker so there are a lot of skips, blurry visuals, and some lag throughout. If I can get the file to compile into an uploadable form without Movie Maker crashing I'll reupload a higher quality version. Until then...


(Click YouTube Link!)

Saturday, October 18, 2014

Status Report #60 (Dungeon Select, Brainstorming, & File System)

I'm accomplishing a crazy amount of stuff this weekend!
     My development checklist is getting shorter! This coming week might just be the last for development! Once I'm in final testing I can rest easy and prepare for launch! Since I don't even have to wait for Apple this time I can do it whenever I'm ready. Amazon and Samsung might take a week but there's really not much to stop me from releasing in early November. I can finally get feedback from people I don't see in person and see what the world thinks of my first game.

    Look at all my business stats after the page break!