Missed my update last night, but there is a reason for it. I’m making the decision to move the Sunday Update to a Monday Update. Sunday is a good time to post updates because it is the end of the weekend, which generally represents the end of the biggest bubble of development over the week. The problem with this is that come Sunday night I am generally so exhausted that the last thing I want to do is anything. Mondays give me a night’s sleep, and some time to gather my thoughts on what happened over the weekend. The move will be much better for me, and for the site, content wise. I apologize if the person reading all this is in any way inconvenienced.
I always keep a running list of issues to address. This is basically a piece of paper with no real order or reason. As I’m going through the game, if I see something, I write it down. As I go back into the code and address them I mark them off. That’s what the biggest part of this week has been, marking off items on that list. It’s kind of funny… The whole premise of this game is blocks that reproduce faster than you can shoot them. That’s pretty much the way the issue list works as well, it grows at a much faster rate than what I can take out. The good news is I’m winning the game, I’ve pretty much taken out a huge portion of that list and put the project in a position to help minimize list growth. Yeah, so that means a feature freeze.
This isn’t my first feature freeze, but where all the other ones were based in good intentions, this one is based in necessity. Time is just flying by and I can’t meet commitments and do everything that I need to do if I keep adding more work. So, it’s done. The game now does all the stuff it is going to. No more game modes, no more UI buttons, no more Power Ups. At least until the next beta is released.
Speaking of betas… yeah… planning another… real soon. The last one was more geared toward the technical performance of the game, and it did an amazing job of significantly improving that. This one will be geared more toward the game itself. Opening up a lot more functionality in the game, and opening it up to a wider audience. I will put out the call here soon, and put up a sign up page on this site. Watch here and twitter if you’re interested.
As for big changes, this week I reworked the particle system… again. The results have a little better performance, support more particles, and they are smoother, and less choppy. I also reworked some shaders and textures, a lot of little changes that have made an impact on the look, for the better.
I also did an audio overhaul. I had already moved the music into a XACT project to compress it down, so I moved all the sound effects over as well. This caused a complete meltdown of sound balancing, so I had to rework each sound. It’s all in now and the sound and music now balance sooooo much better. Also saved about 5 meg on the install.
Got localization working again. I use a custom font I created, so localization is a more involved process. I’ve tried to make it as easy as possible to create new language assets and I believe it is working well. It will be possible to download language packs and plug them in. This was already working before, but had to do some serious redesign to get it to work for arcade mode.
Also got Keyboard and controller support working correctly. Both of these input methods have been in for a long time, it’s just been clunky. The controller support is more streamlined and more intuitive. The keyboard support was fine.. its just I had debug functions tied to a lot of keys… so moving left could also make the debug console appear, and firing would also switch the music.
This week, the plans I have are
- More balancing in arcade mode.
- Game play trailer
- Pre-beta polish
Sounds simple enough.