Paths unlock upon completion of all levels in a node:
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.
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.
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