Sunday, 28 August 2011

Development Environment


Finally found a spare 5 mins to consider iCrania again, decided to reassess the dev tools marketplace as it has been a long time and there have been numerous changes to the app store rules in that time.

Decided on iTorque 2D, I had looked at Torque Game Builder in the past and it seemed to be pretty good but not quite there for mobile development, it would appear this has been rectified. Very nice integration with Xcode for deployment means that I can get on with the basics fairly easily. So finger crossed that easing the tedium of actually creating the interface will actually help me to finally get my game onto another phone!

New plan of attack (shouldn't take much more than 10 years at my previous rate!!):
  1. Get basics of interface up and running - 10% complete
  2. Implement basic controls mechanic - 5% complete
  3. Redesign puzzle engine (to allow better portability to different resolutions)
  4. Add all remaining screens
  5. Implement full game mechanic
  6. Polish
  7. Get to play my game on a phone again :-)
Obviously number 3 will help me with iCrania HD for iPad which might finally see me adding all the original Crania Super Deluxe ideas:
  • Improved higher resolution FX
  • More levels
  • More play modes (puzzle mode, delivery mode, Super Arcade mode)
  • More types of crate, graphically different and for SA mode functionally different
  • Achievements (Game Center?)

Tuesday, 18 August 2009

Let Development Commence

After a bit of a hiccough with the registration process (Apple's automated system didn't believe I was me!) I'm now fully registered. Still plenty to do to get the developer cert sorted and installed but another step completed. I'll probably have to just use the iPod for development as the iPhone will have to be registered on the Enterprise account for work.

Spent the day trying to climb what proved to be quite a steep learning curve on Objective C for the work applications, all the concepts are very similar to C++ and Csharp (must learn how to use this Mac keyboard!) but as usual the devil is in the detail, not to mention the syntax. Made significant progress on my understanding, although perhaps not outwardly on the fairly basic example I created.

Monday, 17 August 2009

iCrania foundations

So I'm finally getting some time this week to get to grips with developing for the iPhone for work, just a simple dashboard app first, baby steps and all that.

Anyhoo, over the weekend and in preparation for this I did a bit more reading up and got sidetracked down the line of games programming and so how to get started. The upshot is that I've paid my £59 and signed up for the iPhone developer programme for myself. I'm fully aware that so far I've never actually gotten to the stage of releasing Crania on WM (although I get to play the damned near finished version myself) but I think that is a reasonable enough price even if I don't release anything in year one.

In addition to this I've also bought another book, but in a first for me it's an online and pdf only book. And even more interesting it isn't even finished yet! I've used the O'Reilly Rough Cuts service to get a copy of the pre-published iPhone Game Development book. A great idea in my opinion. I've also watched and read a number of tutorials and am hoping to get enough free time over the next week to knock up a proof of concept. So whilst I wait for the activation email and before I get to finish the signing up process I've got time to make some design decisions and even delve into the code itself. One down side of the Apple sign up process is that to have a company name you have to have a real company (!) and so the games will have to be released under my own name instead, no biggy I suppose.

How I'm going to do it!

Still a couple of major decisions to be taken, the biggest being do I go down the road of OpenGL ES, I am leaning heavily in that direction at the moment as although Crania probably wouldn't need the performance I'm sure that should I decide to revisit VSTOL and maybe even FormFighter that they would need the OpenGL power to get past the hurdle that prevented either of them seeing the light of day on WM.

I'm pretty sure that most of my game engine code for Crania will be easily ported as the main guts of it was written in C, the code for creating the initial layout of each puzzle and checking if it has been solved at each step shouldn't need much work. The collision detection which was always a bit messy and had to have additional code to give it a helping hand in positioning the crates will be scrapped in favour of simple positional checks.

As the original control method included touch screen buttons I'll no doubt continue with the same control mechanic, I'm just not sure that you would get a responsive enough control using tilt to move the crane.

The graphics will no doubt go through another bout of reworking to try and bring them up to scratch for the correct size required, this will once again push my pixel manipulation skills to the max .

I'm thinking that I'll probably try and create a simple 5-10 level iCrania Lite first with the same single play mode as the original. Once I have everything running I can then turn my attention to the deluxe version and all the ideas that I've been milling over for ages now.

Friday, 17 July 2009

Welcome to Manchester

More great work from the excellent marketing people at City




MCFC

Wednesday, 1 July 2009

New Man City Website

So my favourite football team (in all the land and all the world) have launched a new version of their official website, and it is super slick. Much better than the old site and bereft of unsightly advertising banners. It’s good to be the richest club in the world!

MCFC Website