Originally posted by: TheOne
When can I buy one?!
Very soon! Not in time for tomorrow night, but vol. I will apparently be the belated edition.
So what
has been going on, and why all of the delays? Well, PRGE took a lot out of me. The week before the trip my wife and I visited her family and I got a lot less done than I would have liked. I also managed to create a nasty bug while distractedly coding, which took almost a day to sort out once I got back. I also needed to finish the AVS history book, which took the first two days back in town. The good news is that it is now in the first proof reader's hands, though she is dragging her feet (wives are one's biggest "constructive" critics after all).
I have spent the last two days coding like mad, but it has been for another tester feature: debug mode! The hard part about Spookotron is that since there are so many different things going on, errors can be hard to spot. The fun factor is also difficult to gauge without actually being able to play the game.
About a month ago, when I went to lay out the first level, this became painfully apparent. After an hour of carefully placing all 40 coordinates I found that I had placed them too far away from the player. Back to the drawing board... again, and again, and again; if I had not decided to make a coordinate layout state that is. Once this was functional I decided to add the ability to select what enemies would appear, and a full level editor was born, except for the testing portion. While one could test a single level, and even transmit the data to me, only one level could be loaded in at a time. Great for one level, bad for balancing a whole game.
With that in mind, I knew a level debug option was needed. After a couple of days hard work I am pretty pleased with the result. It loads in a pre-entered level and allows the player to test it. It counts wins and losses in order to get an average (great for determining difficulty), and is ideal for testing this type of game, particularly on the more random levels. There are a lot of variables across the different levels, with some being extremly random and others being rigidly fixed. The debug option also allows for an existing level to be re-loaded into the editor and tweaked.
The tester options will not likely make it into the release, since they are kind of cumbersome to use (ok, painful at times and not user friendly), but they are essential in terms of making a more enjoyable game. The time that it has taken to create them has probably evened out with the time that it would have taken to make the game without them, but the quality will be much better.
Before I take on any more projects or start anything new I am going to finish this as quick as possible, within my standards anyways. We already have quite a few levels, but they need shaking down and bug testing as a whole. I'd also like to add a couple of more enemies, since the art is already on hand and the more the merrier. Sorry that it will be a bit later than Halloween, but I want my first real release to be all that it can be.
If anyone is waiting on an email or PM, sorry for the delay. Getting the newest rom into the testers' hands has been my sole concern these last couple of days, barring the occassional internet discussion/distraction of course.
Happy Halloween!