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Slow Progress Blog
8th July 2017

Developments


It's been a bit of a struggle to find the right gameplay mechanic for this week's game, but inspiration finally hit, late last night, and I think I'm now finally on the right path.

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I'm not sure what else I can add to the game's mechanic, other than a bunch of deadly objects and enemies scattered around the place.
There's certainly no real opportunities for powerups and the like, due to the nature of the game's control scheme.
Thankfully I managed to make it play a bit more arcade-like than the bog-standard GUI based puzzle game that it was, yesterday, but trying to keep the game interesting will indeed be a challenge.



Anyhoo, plenty more coding to be done, and a complete graphical overhaul, too, would help.

SoCoder2


I didn't do an awful lot at SoCoder2, yesterday. I instead sat watching stats, to see if I could somehow figure out what's causing the occasional server slowdown.
I'm still not sure.
*shrugs*


Making this week's game, with it's generated puzzle mechanics, has caused me to look back at Quadoban, and consider it for a possible iOS release.
So, I figured I might as well give that a go.
I woke up the Mac, which whinged that I'd let it have too much of a sleep.. Plugged in the iPhone, opened the code, and...
Bugger..
Since I upped the iPhone to being an iOS11 Beta device, it no longer worked with XCode.
So then I had to download the XCode beta, and the system's currently sat there doing that.

At some point in the next 8 or 9 months, I might actually get the Mac to a point where I can compile!

That'd be nice...

Daily Doodle : The Only Way Out



The officer's caught up with him, and there's no way out, but down.
Platdude definitely didn't steal the chocolate bar.

Misc..


Have I mentioned before,
How much that I hate.
Making menus and GUIs,
They're really not great.


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