Wednesday, 21 June 2017

Weekly Development Progress Report, 19/06/17

A little late this week. We're having a heatwave in the UK so we had a family trip to the beach on Monday and I was really busy yesterday so here we are. It's actually a good job I delayed as last week had been pretty quiet again, I started the week recovering from a little tummy bug and then family birthday/Father's day celebrations took up the end of the week so there wasn't too much to report.

It bloody works! Yes! yes! yes! ... ahem. 

However I've been mainly working on integrating the in-app purchase plugin for Zombie Cannon Attack! and I made the decision to switch to a different plugin with better documentation, I finished integrating the new plugin yesterday and it finally works!! Woohoo, or indeed, Hurrah!
There's still a little UI work to do but I've set up $1, $2 and $5 bundles and they're all working fine. I'm now working on integrating rewarded video ads with Admob. Hopefully that'll be a much quicker process, from the work I've done so far it certainly seems simpler.

I was so happy when I finally got this working, I did get a little epotional (sorry).
It's not the end, but it's the end of the beginning of the end

Once the infrastructure work with the plugins is complete I'll return to the game itself. I want to implement the second stage before launch but hopefully that won't take too long. Much of the work will be swapping out backgrounds and tweaking the difficulty, but I also want to add at least two new upgrade options as well as two or three extra characters including a couple of mini-bosses. I don't have a set release date I'm aiming for, but I'm really hoping to be ready by early July if not sooner. As ever I'll keep you updated on this blog.

Tuesday, 13 June 2017

Weekly Development Progress Report, 12/06/17

Last week was a bit of a write-off - between parenting, gardening, illness and the UK General Election I managed about half the work I'd hope for. In terms of hours it was actually the lowest of the year so far. Still I did manage to make a little progress, so I'll start with that.

Plugin Baby

I'm still working on integrating the in-app purchase plugin for Zombie Cannon Attack!, it's been slow going as I wasn't feeling up to doing anything complicated most days but I'm making steady headway. The coding is basically all done but now needs debugging and testing.

Anyone can pixel art
Ignore the bouncing Zombie, you're supposed to be looking at the house.
Instead of tackling the complicated coding I spent time working on updating the artwork. I've updated the red brick house in the first stage and added a few background buildings for the next stage, Brainsville. I still have a few more characters to create and/or animate but I've nearly got enough to launch with now and whether I do any more than the first two worlds depends on how the game is received.
Your typical city at night picture - tower blocks, supermarket, buried skulls of the dead, superhero zombies etc

What's it all about, Zombie?

Because there's not that much to tell this week I thought it might be a good opportunity to give an updated overview of Zombie Cannon Attack!
As I've mentioned before the game is a zombie-themed endless runner variant. You begin each run with a single Zombie, you then fire said Zombie from your cannon, your Zombie flies, crashes and bounces as far as it can before starting to run towards the closest citizens - but you need to hurry as it's decomposing quickly, it's a race to pass on the infection before your Zombie collapses.
Zombie hurling is actually a very popular sport in some countries
There are various obstacles to overcome, from inanimate objects such as crates and walls to the town citizens who are your intended victims. Some citizens run away, but others join the Police and Army to try and fight off your attack. The main aim is to build a large horde that can overwhelm opposition and infect citizens faster than it's constituent zombies die off.
Due to it being a 2D world, if you zoom in it appears that the cop is firing cans out of his gun while drinking from a bottle no-handed. This is, of course, exactly what is happening.
During each run you collect data, your mad scientist partner uses this data to build a better zombie virus that will make the zombies stronger, faster, bouncier and more agile. Rinse and repeat until the entire world is a rotting green mess.

Monday, 5 June 2017

Weekly Development Progress Report, 05/06/17

All in all, last week was pretty satisfying. I maintained my work rate despite the nice weather and school holidays. I also released a working closed-alpha version of Zombie Cannon Attack! to the Android Play Store and started work on in-app purchase and rewarded video ad integration. It's fairly complicated and time-consuming work, but after I've done it once it should be much easier to replicate it for future games.

Bushes now 30% more bushlike
This zombie has clearly been fired from a cannon and not fallen off the roof, I mean what would a zombie be doing on the roof?
A few weeks ago I decided the game was basically finished - there was plenty of polishing to do but I didn't anticipate making significant changes to the way the game looked or played. Obviously no sooner had I said that than I started making some pretty major graphical changes, and once again I spent time last week reworking the graphics. I've redrawn the ground tiles and the bushes that occupied a large part of the background (see here for what they looked like before), I'm pretty happy with the improvement but I'm not ready to say I've finished this time. I'm also working on the background for an unlockable second stage, Brainsville.
Don't worry, those towers are very far away. There are no giant superhero zombies in the game ... yet

Cannon 'just for a laugh' says Developer

I also reworked the cannon mechanics. For those of you that haven't been paying attention, Zombie Cannon Attack! is a zombie themed endless runner variant, The cannon is not actually that big a part of the game, it's more of an interesting way to start a run, but it is important to get it feeling right as it's the first thing players will see. As part of making the initial fire/fly/crash & bounce mechanic feel right I've worked on improving the games overall performance on mobile devices and managed to get a 20% or so boost to mobile frames per second. On desktop browsers I get a smooth 60 fps and it'd be great to get the game working as well on mobile (as the game is primarily designed for mobile), but it's not too far off now.
May the stats be with you

May was a good month overall, I passed 1000 Twitter followers which is a nice milestone. Early in the month this blog passed 1000 views, and views are still growing at a decent rate which is also nice to see. Personally though I'm most satisfied that my hours worked is back up to the level it was before April, there's still room for improvement there however.

May Stats:
Twitter followers: 1037 (+233)
May blog views: 427
Blog views/day: 13.8 (April was 12.2)
Hours worked 123 (4/day) (April was 3.3/day)