A weeks work
I don’t feel as though I have been terribly productive over the last week, but the time that has been spent working on the game / engine has resolved a few niggling issues that we’re there as a result of my inexperience with Android and Java. In no particular order, the items I have managed to complete this week:
- Flexible resolution support, the game should now be supported across a wide range of screen shapes and sizes - I have tested on a number of emulators, and there is one VM outofmemory error left to sort.
- Added vibration when creatures pop and / or are touched
- The game now has a pause menu that works with the ability to resume, restart or head back to the main menu
- Multiple difficulties that mean you start with a different amount in your bubble bar and have adjusted difficulty ramps (these will almost definitely have to be tweaked yet)
- Completely recoded the music system which handled background music across activities. I was previously binding a service and then using that to play the music but it turned out to be overly complicated and a static Music Manager class has done the trick really nicely, handling music events between activities.
- Included a large number of animation sets from my artist, including a draft eating animation which seems to work quite well.
- Added background art across the game.
- Added a multiplier effect for cascades, this currently x2 for every extra cascade you get, so as you can imagine the points rack up pretty quickly, this is another factor which might need tweaking or capping to stop scores getting too high, too quickly.
That’s it for now, tomorrow I may well publish some screenshots and a list of things that need achieving over the following week.