My intention for the next week was to make sure someone else can play the game, as it was a goal of mine for the quarter.
Sprints 24: Pre-production and initialization
Planned and complete:
- Create Android version
Unplanned and complete:
- Place family and friends in house
Unplanned and incomplete:
- Quit to main menu
Creating the Android version was a lot more straightforward than I anticipated, mainly because I have the build scripts and everything I need.
All I had to do was create an app icon.
It’s a temporary app icon, as eventually I want to get better, more permanent art into the game anyway, but I am wondering if there is a great icon for this game that isn’t a hallway or a door or the ladder.
Running the game on my Android phone, I found that the performance in the dungeon was not great. On the one hand, it worked. I could actually move about in the dungeon and my phone didn’t explode or burn up. But movement was a lot less smooth compared to my desktop.
I know my code wasn’t optimized, but I wonder if the issue is with the speed of the code or with the entire premise of raycasting as many columns as I have.
The final game might have a smaller viewport for the dungeon, which might make the game look a lot more blocky and pixellated than I want.
I didn’t end up sharing this version with anyone, but now I know that my game functions well enough on Android and can be easily built and shared going forward.
Next, I revisited the house. I wanted to get the Explorer’s Club and the parents into the game. While the dungeon is a 1st person view, the house is like a dollhouse seen from the side.
Eventually I want to replace this art, too, but I decided I needed to get the characters represented before I worry too much about how they look. So they have different faces over rectangle bodies, and they have different heights.
The Explorer’s Club is a group of kids who hunger for adventure in their sleepy suburban town, and I’m looking forward to exploring their world with them. I’ve written a bit of an intro to them, given them names and nicknames, and came up with the idea for their first quest: find some snacks.
By the end of the week, I found that I kept having to close the game and reopen it to start a new session so I can see my changes, and I decided that I needed to add a way to quit to the main menu from within the game, which required working on the in-game HUD a bit. Unfortunately, I ran out of time before I could do much, but after that task I’m looking forward to making it possible to interact with the Explorer’s Club in the coming week.
Thanks for reading!
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