Recovery mode

Both myself and my son Matthew managed to catch a particularly feral virus a couple of weeks ago.  For me, it was fever chills and sweaty sheets and sore throat glands and general flu-like symptoms, although I don’t think it was the flu per se.  For Matthew, it was a slight temperature and a sore tummy and time off school with Dad looking after me, yay! so it’s been a not entirely productive schedule on the game development front lately.  We seem to be on the mend now, but this last week past, just as I’d settle in for a solid morning’s work, […]

“It’s a bug hunt!”

The last week has been spent mostly tidying up known problems, bad code, and general bug fixing in my various handler classes.  The pattern of work each day generally went like this: Rewrite handler class to remove garbage, tidy up methods to be more consistent, and then rework all the calls to those methods elsewhere Compile the code and see dozens of errors; beat head against desk and then spend a couple of hours fixing those up Test the code in the editor and discover that the number of bugs and artefacts have doubled; spend several hours puzzling out and […]

Comedy and Tragedy and a little Blender magic

After months of staring at the ugly placeholder icon for Mood Flip on my phone build, I have finally knuckled down with Blender and created the final (probably) icon and splash screen graphics:   Some of you might recognise it as a little “meta” play on those old theatre drama masks of Comedy and Tragedy:   Hence the title of this post.  Anyway I feel good to finally have some proper artwork in there after all this time. To make it, I loaded my highest quality model back into Blender.  While these meshes might look like simple spheres to the naked […]

Back to the backlog

Now that I feel like I’ve taken the load time improvements as far as I can (for now), it’s time to get back to the backlog. I’ve been using Clear for a while now to track my To Do task list and to jot down notes and ideas. Not counting closed tasks, I currently have 169 items requiring some sort of action. About half of these are just scratchpad ideas that need either further fleshing out or rejecting, but the rest are things I know need to be either fixed or added. A few days ago I started making a dent […]

Load screen first attempt

After a fair amount of tinkering, here’s my first try at putting a loading screen in before the menu, and also my first video showing off the main menu itself: Apologies for the poor quality – I still need to learn how to grab and convert these properly for uploading online.  This is also grabbed from the Unity3D editor rather than the iPhone, so the loading speed isn’t representative of the real thing just yet – still plenty of fiddling to do with the profiler hooked up to the phone to identify where the spikes are. I have abandoned the […]