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Friday, September 20, 2013

Why Does This Happen?


   Just when I thought I was done... Errors. Errors everywhere. I fought off the horde as best I could. I narrowed them down to their leader, but there was no way to kill it. Yesterday, 3:00 am and drowsy, I gave up tangling with Unity's error messages when trying to save my project form the horrible mistake I made of attempting to delete the Facebook SDK. I had IAP up and ready for testing, I installed AdMob banners correctly too. I even got Facebook and Twiiter integration working smoothly with a simple line of OpenUrl() code without any use of plugins. But dummy me decided to do a bit of housekeeping and get rid of a useless Facebook plugin folder. That was a move in direct violation of my NEVER delete ANY scripts or assets rule (which is where most of my headaches come from). Now I have to figure out how to salvage TriGrid and get it out ASAP.

   Moral of the Story: Don't stay up coding if you're falling asleep.
   You'll make some colossal mistakes. 

Thursday, September 19, 2013

Challenge


   Challenge should vary game to game, depending on the intended audience, but it should still hit a minimum sweet-spot where the player is pushed to execute techniques the game just taught. Games are  considered too easy these days by players who remember struggling against challenging bosses, confusing puzzles, and annoying enemies then finally feeling the edifying triumph of overcoming adversity armed with wits and skill alone (along with a touch of luck sometimes). It's important to have that in your game so players feel like they are doing something that matters and that they're learning new skills. It takes a bit of work to make sure the challenge is genuine though, and not implemented in a way that makes the players feel cheated. Losing should always clearly be the player's fault, that way the player is more willing to keep trying. A game you work for is a game you'll care about. 

Wednesday, September 18, 2013

Images, Icons, and Banners of All Sizes


   When your game is ready to release you'll need a metric Butt Ton of images, icons, and banners that go everywhere so people on devices of all shapes and sizes can have a chance to see a pretty little image and give your game a try. Here's a look at the ones I made and a few tips on making your own quickly and easily.

Tuesday, September 17, 2013

Reason for TriGrid Delays


   TriGrid should be out by now, but it isn't. I've been juggling school, a new girlfriend, and trying to get leaderboards & In-App Purchases to work. It turns out there are a lot of hoops to jump through to get them all working. There is also a lot of searching and shopping for the best Unity plugins to get the job done. As of now, I've almost gotten the IAP integrated and I dropped the leaderboard idea and will allow users to post hi-scores on Facebook and Twitter instead. I made this decision based on the idea that people will probably only care what their friends think of their score and social media is a better place to spread brand awareness than a leaderboard service. I think that after two more days of wrestling this, TriGrid will be ready for submission. I still want this submitted before Saturday.