Tuesday, August 21, 2012

Please wait while we process your request…

A little more than a week ago we sent in our first build for certification. It was a demo build, just to kind of test the waters and see what the process was like before we actually submitted our game.

Turns out that you cannot have anything with the name “demo” in your code or game. It results in an instant rejection. I feel like that should be a big pop up window when you submit, “Does your application have the word demo, technical demo, prototype, or any such language in it?”

We think that they don’t want their marketplace to feel as though it had incomplete projects on it. So what the heck, we can play with those rules. We ripped out the word demo and now it’s called Loc Lite.

Hopefully we will hear back on that one today, tomorrow, or sometime this week. Gives us something to look forward too until we hear about the full game which we sent in for certification at the tail end of Friday.

I said it before in a post, about “this being the last version of Loc”, and that turned out to be utterly wrong. But, here we go again, after this we are done. No more, stop the film, cut, and that’s a wrap. Loc is an incredible game that helped us learn so much, but it is time to move on.

Our second game has moved on my flash prototype stage to beginning to have a structure in Unity. Some of the major decisions have been made, like what engine, we were flirting with the idea of XNA, but ultimately wanted to keep and build off the code base we head already had.

At the moment we are building the code side of the animation pipeline, trying to get that into place before we move ahead into large scale art generation. And oh man, there are going to be a lot of small pieces with moving parts.

Matt discovered a code set called Futile, which draws objects cheaply to the screen all through code. It bypasses game objects in Unity and basically makes it work like XNA or Flash.

 

No comments:

Post a Comment