Wednesday, September 27, 2017

Tuesday, September 19, 2017

Devlog: Fates and Constellations #23 - Tracking progress

Did a couple things for tracking progress in the game.

Clicking on individual world node will result in the displaying of the number of levels completed in that particular node, as well as the number of stars collected. I will probably have to change the layout thanks to iPhone X's design.

Also made changes to the level selection screen so it now reflects which exact levels have been completed.

Saturday, September 16, 2017

Devlog: Serious Scramblers #23

Not a lot of time to work on Serious Scramblers this week, so I set aside a little time to add in this tiny detail.

Sunday, September 10, 2017

Devlog: Fates and Constellations #22 - Quick catching-up

Progress on F&C is admittedly on the slow side for the past month, but it isn't at a standstill, I'm still progressing, albeit rather slowly. Part of this has got to do with the fact that my recent tasks are all very UI-heavy, and programming and designing UI is my bane - it's not particularly fun(for most part) and at times is mind-numbing mundane. Still, work is work.

Another issue that has cast some uncertainty on the direction of the project is surprisingly, our choice of game engine. We're currently in talks with a publisher and was at one point close to signing a contract - until we're told that they don't currently have a GameMaker extension to their SDK. Thanks to that we're all kinda in an uncomfortable position of having to wait and see how things turn out. Quite worrying - because I was banking on advice from a publisher on how best we can monetize the game.

What I can do now is to keep updating the game and keep the the publisher updated(which reminds me, I still don't have a presentable build since starting work on the progression system). We'll see how this goes.

Tuesday, September 5, 2017

Devlog: Serious Scramblers #22

After a couple people pointed out how difficult it was to follow the player amidst all of the visual clutter, I've decided to remove the debris and opt for the more subtle smoke particles.

Monday, September 4, 2017

Devlog: Serious Scramblers #21

Added a new obstacle that continuously fires bullets in one direction. Made the choice for all of the spawners to fire the bullets at the same time - that way players will be better able to anticipate the bullets and have an easier time avoiding them.

Sunday, September 3, 2017


This is one of those post where I absolutely need to pen out my thoughts and not hold it in any longer.

I have, on multiple occasions, ask my teammates about how they think our future releases would do, and get responses that indicates a severe lack of confidence, or worse, absolute indifference. Now, I understand everyone's badly burnt by Spacejacked's abysmal financial performance, but it should be an experience for us to learn from. Spacejacked's poor sales figures is largely a product of our lack of marketing and community building, and we should do our utmost not to repeat the same mistake. And yet, it feels like everyone is somehow content with the status quo, despite thinking that the games wouldn't sell. It's almost as if everyone's just going through the motion because no one wants to be the first to quit.

Compared to the times when everyone was working on Spacejacked to the best of our abilities, these days everyone just seems like they can't be bothered to:-

- Communicate any issues faced to the team
- Communicate with crucial partners
- Work

It is absolutely torturous having to pour blood and sweat into a project and feel like no one else have their hearts in it. Or maybe it's just me.