We got FLOX back up & running this morning. Online should be in a good state again, which is nice for testing.
Still playing around to build a better Pinch/Zoom. Matt has tried two different ways that worked wonderfully on PC, but lagged on device. Curse you mobile devices for not having enough RAM... Going back to what I had built & trying to tweak from there.
Put an "End State" into the game. When you complete the final level the credits pop up, thanking you for playing. Kinda wish we had created some kind of narrative structure so that it was more rewarding, but we lost that opportunity a long time ago. Pathogen is very strictly a game system, yes its pretty, but its not pretending to be anything its not. An honest system is not something you find very often, instead most developers attempt to shoehorn a story into a game that doesn't need it/gets in the way. Though I can kind of understand why now. Live & learn.
Here is what our kill list is looking like at the moment. Its a little messy, but we don't have to be that organized since its just Matt & I at this point in time.
Pathogen Checklist
To Do:
- Facebook & Twitter Icons
- Graphics critique pass on Online
- Final Music & SFX
- Music
- Menu Soundtrack
- Ingame_01
- Ingame_02
- SFK
- Selector sounds
- Expanded Cascade
- Win/Loss Condition
- Complete the Zoom Feature
- Swap out Achievement Text
- General Optimization
- Loader
- Temp User Icon
- Achievement Icon - 512x512
- Game Center Icon w/o BG
- “Rate This App”
- Add Push Notifications
- Your turn
- Game invite
- Game Over
- Fix Rendering of Dot Lines on Campaign screen
Add back button to campaign sublevels | Necessary?
- Trigger an End State on campaign
- Update iTunes Connect w/ New Screenshots (4, 5, iPad) & Icons
- Change over iTunes ownership to Gamblyr
- Change over FLOX ownership to Gamblyr
- Change over UrbanAirship to Gamblyr
- Invites only to players who have Pathogen
- Redesign Level 3 (Locked Down)
Redesign Level 5 (The Nuclear Option)? | Change AI difficulty first
- Cells get permanently stuck with a White Flash in some tutorial levels
- AI is playing a turn after Victory condition is met
- Alignment Problems with Completing a level on medium difficulty.
- Ai is too difficult on Medium & Easy settings
- Capture Zone Optimization
- Lengthen the gap between when a player's turn ends & the AI’s begins
- AI’s should not be able to earn players an achievement
- Players should win tie games in the campaign
- The achievement for completing a “world” is being triggered after any level is complete.
- AI ran out of valid moves, stops game progression
- Retrying a level does not properly dispose of data?
- More useful Error Screen when connecting to online
- No Online connection
- Not signed into Game Center.
- Align Cell Selector White Flash
- After click on map in Game Setup, highlight Next button. Do same on Player selection after pick a player?
- Double check functionality of Erosion Zone, Player cells disappearing after the zone has opened up?
Known Issues:
- Gap in Victory Screen rendering on HD iPADs
- Graphics issue with text display/formatting on iOS
- Large player created Maps difficulty loading
- Clicking on Online Play will sometimes drop you into a floating background for an extended period of time due to server/internet connection speed.
Other Tasks:
- Play through entire campaign
- Test Achievements
- Website Adjustments
- New Trailer
Additional Features:
- Challenge Your Nemesis? - set up structure.
- Show who you are Dominating? functionality built. just need to know how it should look
- Change layout of Post Game screen? Put Graph & Pie chart on the same screen? | REJECTED
- Hints? On how to succeed in the game?
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