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"Far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy nor suffer much because they live in the gray twilight that knows neither victory nor defeat."
Theodore Roosevelt
Yesterday I updated Fish Food to version 1.13 in the hope it would fix some of the FC issues that a minority of players are still having, although this doesn’t appear to be the case so the hunt goes on! It is incredibly difficult to debug a game when you don’t have any access to the phone model it is apparently crashing on!
In better news, Fish Food has just been reviewed today by Android Pit, the game scored 4/5 and a Very Good.
Thanks guys!
Fish Food has been online for a couple of weeks now, and in that time I have updated it nine times, including adding a new game mode added called ‘drop’ and it has been downloaded approximately 12,000 times as of writing this.
I am beginning to learn a couple of things about the market and hope to post my thoughts on the whole process soon as there is a bit of good and plenty of bad! In the meantime, if you have an Android phone and haven’t downloaded it yet - get on it - it’s free!
Oh and it has received some favourable reviews from Android Game Blog and Android Pimps, thanks guys!
I might as well resign myself to these updates being weekly, but hey better weekly than not at all! I have had a great week working on the game and received a ton of assets, I would say that Fish Food is now 95% complete.
Although in the last post I had hoped to focus on the side screens, instead I have worked on making the game rock-solid, halved the loading and resuming times and added saving, so you won’t lose game if a phonecall comes in or you need to switch to another app - awesome. In detail, work done this week:
I am really hoping to get a v1.0 on the market before April, maybe even towards the end of next week.
Over a week without a post, but that doesn’t mean there has been no progress! Last week I finally caved in and bought a Nexus One which has enabled me to easily test the game on a phone (Eclipse integration is excellent). Because of this there has been a bunch of progress made, summary:
I am still waiting on both the ingame music and some sprites from the art guy, hopefully these will be completed this week. My focus over this time will be the side screens such as a tutorial, credits and a splash screen.
Last night I bought the domain fishfoodgame.com in preparation for adding future highscore tables and promoting the game. No going back on the name now, not after spending $6 dollars…
Lots of progress! I think the final bugs with compatibility across devices have been resolved, the game seems to run in a selection of emulators at different resolutions fine now - of course the real test will be when I acquire an actual phone to test it on..
In other news, completed tonight:
Shane has just sent me the game icon, and I couldn’t resist a post - really chuffed at the way this has come out, should draw some attention to the game when it gets to the Android Market!
I don’t feel as though I have been terribly productive over the last week, but the time that has been spent working on the game / engine has resolved a few niggling issues that we’re there as a result of my inexperience with Android and Java. In no particular order, the items I have managed to complete this week:
That’s it for now, tomorrow I may well publish some screenshots and a list of things that need achieving over the following week.
After struggling for name ideas for over a week and after getting bored of my codename for the project (‘chomp’) I decided to throw it open to Aardvark and my twitter followers!
I received a surprising amount of answers, but the best had to go to Ash with the name of ‘Fish Food’, gotta love that alliteration and thanks Ash!
A busy evening of coding later and all of the game mechanics are now in place… I have added a ‘bubble bar’ (which is just a text counter for now) every score you get goes towards filling your bubble bar and it gradually decreases over time, of course the longer you play the faster it decreases and when its empty it’s game over.
This final mechanic certainly adds urgency to the game! I think there will be quite a lot of tweaking and play testing to make sure that the 3 difficulty levels offer a fun amount of frustration / fun!
Got some new artwork through from Shane, we are definitely heading in the right direction and the ‘cuteness’ notch has been turned up a bit!
Last night I added the code to handle an ‘effects layer’ which sits in front of the main puzzle for explosions, scores, bubbles and other fast sprites to be played on, very excited by the progress.
After a weekend off development and a tech-meetup last night, i am just getting back into the game code to finish the final dynamic of creatures ‘popping’ when they get too full. I also need to implement scoring and score multiples for cascades.
I am hoping to post some more technical details of problems i come across in this process, but hopefully there shouldn’t be too many! In the mean time i have a composer and a sprite artist on board, the image above is a first draft of a potential underwater theme for the game..