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- Sep 11, 2018
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Weekly update 7
11.43 pomodoros average, 7 days. A bit lower than usual, but more days. It was a productive week though, I prototyped some ideas and finally started implementing one.
Tried the remaining tools for making mobile games. (Hopefully) Found an amazing framework: Corona SDK. It looks great because:
- It comes with Built-in Ads, IAP, etc. integration, which are obviously vital for mobile games and I imagine a bit of a pain to integrateon your own (specially Ads and mediation).
- The development workflow is great. Not only "making stuff happen" is fast, but you save a file and the game reloads on the simulator or on a real device. This is massive compared to most tools, specially on mobile because Android takes ages to compile and re-run stuff.
- It got open-sourced recently. This doesn't mean I can modify it (GPL license..), but at least can have a look at the code to figure out workarounds if needed.
- It's code-only (no editor), which suits me better.
I'm going to make Game 2, a mobile game, using this tool. Followed a tutorial for a few hours to have an idea and was quite impressed. If someone has used it in the past and has any concerns, please let me know, but looks great for mobile games so far, and Game 2 should be small enough to mitigate risks. This means that I'm not playing around with Unity anymore for now. I'll go back to it if Corona doesn't work out well.
It's hard to come up with mobile games ideas that satisfy me. The hardcore gamer inside me dislikes most mobile games. But this is obviously irrelevant, as we have to serve player's tastes, not mine
Game 2 is going to be a mobile game about solving mazes. Sounds typical, but seems to be a kind of puzzle that players like (from the downloads/comments of other games), and I want to introduce some stuff I haven't seen in this kind of games. This is cool, although will make the development longer, as I need to customise existing algorithms to accommodate the extras, but I think it's worth it.
I have no idea about how long it's going to take me, but I'd say probably between one and two months, unless I get the maze generation stuff right very quickly. I already have a prototype with he main mechanic after a few days, but there are other things I still need to implement for the game screen itself (apart from the maze generation mentioned earlier, which is the other big chunk).
I didn't do any Pico-8 this week, didn't have the extra bandwidth and would have distracted me, but I want to do more small stuff and consider writing a first book targeted at beginners and kids. This has been attempted already, but wasn't finished and people where asking when would be done, so there is some demand.
I'm going to try to work for as many days in a row as I feel like. Forcing myself to take a day off or two a week is not working great, because some times I can't stop thinking about the work I'll do next day but I'd rather do it right away. Let's see how it goes.
11.43 pomodoros average, 7 days. A bit lower than usual, but more days. It was a productive week though, I prototyped some ideas and finally started implementing one.
Tried the remaining tools for making mobile games. (Hopefully) Found an amazing framework: Corona SDK. It looks great because:
- It comes with Built-in Ads, IAP, etc. integration, which are obviously vital for mobile games and I imagine a bit of a pain to integrateon your own (specially Ads and mediation).
- The development workflow is great. Not only "making stuff happen" is fast, but you save a file and the game reloads on the simulator or on a real device. This is massive compared to most tools, specially on mobile because Android takes ages to compile and re-run stuff.
- It got open-sourced recently. This doesn't mean I can modify it (GPL license..), but at least can have a look at the code to figure out workarounds if needed.
- It's code-only (no editor), which suits me better.
I'm going to make Game 2, a mobile game, using this tool. Followed a tutorial for a few hours to have an idea and was quite impressed. If someone has used it in the past and has any concerns, please let me know, but looks great for mobile games so far, and Game 2 should be small enough to mitigate risks. This means that I'm not playing around with Unity anymore for now. I'll go back to it if Corona doesn't work out well.
It's hard to come up with mobile games ideas that satisfy me. The hardcore gamer inside me dislikes most mobile games. But this is obviously irrelevant, as we have to serve player's tastes, not mine
Game 2 is going to be a mobile game about solving mazes. Sounds typical, but seems to be a kind of puzzle that players like (from the downloads/comments of other games), and I want to introduce some stuff I haven't seen in this kind of games. This is cool, although will make the development longer, as I need to customise existing algorithms to accommodate the extras, but I think it's worth it.
I have no idea about how long it's going to take me, but I'd say probably between one and two months, unless I get the maze generation stuff right very quickly. I already have a prototype with he main mechanic after a few days, but there are other things I still need to implement for the game screen itself (apart from the maze generation mentioned earlier, which is the other big chunk).
I didn't do any Pico-8 this week, didn't have the extra bandwidth and would have distracted me, but I want to do more small stuff and consider writing a first book targeted at beginners and kids. This has been attempted already, but wasn't finished and people where asking when would be done, so there is some demand.
I'm going to try to work for as many days in a row as I feel like. Forcing myself to take a day off or two a week is not working great, because some times I can't stop thinking about the work I'll do next day but I'd rather do it right away. Let's see how it goes.