Monthly Archives: January 2013

A bit of info

The Twist is on the home stretch – at least for the initial release.  Today I’m sending the game out to some people for testing on various devices.  Personally I only own a Nexus One, Samsung Galaxy S 2, and a Google Nexus 7.  So getting it tested on more devices is a no brainer.  I don’t think I need to write a blog about the importance of testing!

I’ve set up a lander page which will be updated when the game comes out, you can visit it at http://anthonymassingham.com/thetwist/

I’ve also recently uploaded a trailer video.  Have a look

http://www.youtube.com/watch?v=nQCdXfw6vu0

So I’ve had a few questions about the game I figured I’d just answer a few of them here.

“Will the twist be free?”

damselThe Twist will cost 99c.  However, soon after release ( not sure exactly when, could be days, or weeks ) I’ll be submitting a free version.  The Free version will lack Damsels (which provide time bonuses) and the online high-score system.

“What is it coded in?”

The Twist is coded in Adobe Air, using Starling.

“How many game modes are there?”

Currently, just the one ‘Twist’.  However a second ‘Grab’ is in production, and will be added sometime after the initial release of the game.

“Will it come out on iDevices?”

Not in the foreseeable future I’m afraid.  In order to develop for iPhone, you need two things that I am without.  Money, and a Mac.  If my situation changes, then I will most certainly look at porting it.

“When will it be out?”

Very soon!

If you have any other questions, feel free to ask.

Scores

screenshot_5_JANThe Twist is progressing nicely.  Spending most of my time today working on UI and Graphics – Nothing to stressful on the ol’ brain.  You can see my progress and current iteration of the main menu screen at the moment ( oo, coming soon eh? oooooo!)

Last week I spent time working on a highscore system.

I really wanted The Twist to have an online scoreboard.  The most obvious solution was to use an existing system (Kongregate, MochiMedia, etc).  However my biggest problem with so many of these systems, is they’re not really Mobile friendly, and they all require intrusive registration.

I wanted my players to be able to start score, stat, and achievement tracking as soon as the game launches, and really never have to think about it.  I figured crafting my own score system couldn’t be that hard, now could it ?

I’ve had an amount of experience in high score tracking before, so this wasn’t completely unfamiliar territory.  In my previous games, I was working with a Rails API, this solution was to be quite different.  I wanted something super lightweight, and relatively robust.

I experimented with CouchDB to start, simply because I’ve used it in a few projects.  However I ended up having problems crafting the rather specific views I wanted. A friend then directed me towards MongoDB, and that is what I am currently using.  It’s quick, lightweight, and seems to do everything I want it to.  I’m still yet to do intense stress testing with it, and I’m not sure how it will cope with real players using it – but I’m hopeful.

Ultimately, worst comes to worst, I gut it and install a pre-made solution – But I wanted to give this a go for myself.  If it works out, it’s something I’ll be able to use for many projects in the future.