Growing a moustache has managed to take up a surprising amount of time over the last few weeks (go sponsor me at http://mobro.co/beardytim). However, as my tache has got longer, so too has progress on the game improved. This indicates that moustache length is directly and officially linked to game development productivity and progress. Obviously…
A large chunk of the in-game graphics are now finished and the rest will hopefully get sorted out this week. The user interface has been cut back and simplified so that it’s easier to make pretty again once the in-game graphics are sorted too. A few new animations and effects have gone in as well which, while only small changes, make a nice difference to the overall gameplay.
On the software side of things the game is pretty much done. I even managed to review all of the code and tidy things up, as a sort of pre-release cleanup, and re-run the analytics and profiling tools to check things are ticking over nicely. Apparently the only memory leaks left are due to problems in IOS 6, which is nice to know, and it still runs fine on my old IPhone 3GS despite the new features, so it looks like performance won’t be a problem
So what’s next? Graphics, user interface and graphics, mostly. And little things like IPhone 5 support and tidying up the credits screen (found in the hidden options area of the game) and generally play testing as much as possible (it’s a hard life). The idea now is to fix up anything that doesn’t look right or that looks like it needs a bit of polish.
Whatever state the user interface is in I’m planning to release the app early in December so it has a chance to make it onto the app store before Christmas. I don’t know much about marketing and selling, but I instinctively think having the game available over the Christmas holidays can only be a good thing
For now, though, it’s back to considering my Mo and figuring out how to make a dragon breath fire.