Wow. I’ve ended up with a lot of irons in the fire right now. I’ve just been methodically working with each one. Here is a breakdown of my progress, in order of priority:
Vintage Pachinko Deus Penguin / iOS Release (Version 2.1)
Phil and I are wrapping up work on the first pachinko machine in the Deus Penguin series. It is really looking sharp, and we have just a little work left on the pockets and center feature. I am now in the Apple Developer Program, and have a working iOS test build of Vintage Pachinko. I’ve been overhauling the UI to better accommodate iOS devices (Why you no have back button?!?!?!), and applying some of the more mobile-optimized shaders I’ve been developing. I’m hoping to release this update on both Android and iOS within the month.
Prepare for Warp Argent Agora / iOS Release (Version 1.1)
After some minor difficulties, I’ve managed to integrate Soomla into Prepare for Warp, and I am developing and testing out some in-app purchases. This release will include the ability to remove ads within the app, making the paid version of the app obsolete. I do plan to offer some type of migration plan to those who own the current paid version of the app, so that they can continue to enjoy an ad-free experience. Other in-app purchases planned so far are a token to double the rate at which Argen is earned, an Argen windfall that carries across game resets, and novelty tokens to change the appearance of in-game elements. I also have a working test build of Prepare for Warp on iOS, and have applied my optimized shaders to this project. The UI has been updated to support iOS (…mumble mumble back button mumble…), and the options menu is now available from the main menu in addition to in-game. Look for this update to be released a couple of months down the road for both platforms.
Breaking Block
This one is slow-cooking right now. There are still a bunch of changes I want to make to the in-game economy and the gameplay, and the two aforementioned projects have been occupying most of my Smiling Cat time the past couple of weeks. It does not have an iOS build yet, but might have one by the end of day today. I did write a bunch of optimized shaders that use only what I need, and nothing that I don’t, and those optimizations have benefited the prior two projects as mentioned.
Well, back to work for me. I’ve got lots of builds and stuff to do before today’s meetup.