Thursday, September 18, 2014

Disappearing iOS Apps Reminder!


     On September 24th my iOS games will be pulled from the appstore! If you're curious about my first completed game project, Fish Feaster, this will be your last chance to get it! I know I'll be treasuring my app data for it as a reminder of how far I've come and how much I was able to accomplish even back then. I'll never forget the feeling of seeing my first game ever listed next to all the other official games that I once considered impossible for a novice like me to make.

    I've been Mac-less for what feels like a year now and it looks like Apple has changed a lot of things on the developer's side. Hopefully they make things easier/approachable the way Google does by the time I get another Mac so I can publish games for iOS faster next year. It's a shame I can't really show the PCT GameDevs how all the iTunes Connect stuff works from the inside. I guess I'll just save it for another time. It may even be easier to explain if the process gets more straightforward anytime soon.

My Candy Catch test app vanished when I moved data to my new iPod.
It no longer exists on iOS in a playable form.

Wednesday, September 17, 2014

Unicorn Training Enemies: Burstie, Spinner, & Blockwork


     After a couple days of miserable sickness I'm back at it! I got a handful of enemies done and I'll be describing the latest 3 today. Bursties are the brown dudes spiting fireballs. They rotate clockwise on the spot and shoot each time they turn. They do this no matter where Clover is so they can make the entire map dangerous. They pop after just one hit, but on death they will explode and cause damage if Clover is near them. To make up the challenge they are guaranteed heart droppers like Jelwads. Taking these guys out first is a very wise decision.

      Spinners are the ruby eyed orbs floating above little tornadoes. They simply roam within a small space around their spawn position. Every few seconds they'll shoot at Clover if she's nearby. The trickiest thing about them is hitting the small fast-moving collision box around the head orb. Landing a hit while dodging the rapid fire energy balls can be pretty tough in the heat of things.

     Blockwork is the name given to the ruby orb with a surrounding diamond. It can only be harmed when its diamond shield turns off. All the while it fires energy balls every couple seconds if you're within range. An interesting thing I noticed with this enemy is how it can always be harmed by the piercing Cut spell. If you don't want to wait for the shield to go down, switch to Cut and slash away. It gives players a reason to use that spell rather than sticking to a single favorite. I'll keep that idea in mind for future baddies.

Tuesday, September 16, 2014

Sick Day Recovery (One More Rest Day)


     Still in a bit of pain, to prevent it from getting worse I'll keep resting today. I really want to get back to full health so I can finish a couple enemy scripts I started Saturday. I'm not even going to classes until I feel better. I need to be ready for the first PCT GameDevs Meeting on Thursday. I don't have it in me to delay it again.

Monday, September 15, 2014

Sick Day (No Enemy Scripting)


     I've been coughing up my lungs for two days now so nothing is getting done today. If I rest up now I might be at full productivity again tomorrow. Sickness is the worst. I should consider how sick days affect a game's release. An entire team being off can delay a game by a week!

Sunday, September 14, 2014

Unicorn Training Enemies: Jelwad


     You'll never see their names in-game, but behind the scenes each baddie has a name to go by. This one is Jelwad. It's a jiggly blob of green good that exists to be shot at. They start out huge but shrink as you take off HP. The best thing about these guys is how they have guaranteed hearts inside them to reward your efforts.

     These guys don't move around at all and are one of the simplest enemies in the game. It's a good warm up for all the coding that is to come with the complex enemies later this week. It feels good adding another baddie to the family.

     I'll be trying to finish at least one monster a day so there's a post describing each one (or couple) over the week. My obligation to pot should be a helpful motivator to get stuff done.

Saturday, September 13, 2014

Status Report #55 (World Map, Masters Degree Offer, & Delayed Club)


     Lot's of good feels this week as Unicorn Training continues to take shape. I've shown it to some new people now and confidence is through the roof with how excited people are when they see things in action. It might not be perfect to me but it's still impressive among my school's students based on what teachers prepared us to do (not much).

     I also had a lot of school related thoughts this week. Some things about going to Full Sail in an alternate universe and getting a full-ride offer for Bloomsburg on Thursday. You can get all the details below the break for this week's status report!

Friday, September 12, 2014

Unicorn Training Item Shops


     Both the item shops are open for business! They work like a charm, allowing you to buy helpful things in exchange for gems. It's as simple as walking in from of what you want and pressing the action button. The price of your selected item hovers over the shop keep's head. I'm currently debating on whether to have item descriptions somewhere or let that be a surprise. At this point I realize items are not a necessity but are more like a bonus to make things easier. Especially the potions. Items and currency kind of just exist for the sake of existing. I'll definitely overhaul it all when making Unicorn Quest.