So I've been working on AstroDodge and play testing it. I decided to spruce it up a bit with a menu. I added that in along with a "play" button and am thinking of other possible buttons to go on the menu.


Okay. So I've finished a lot considering it is the weekend and I have relatively no homework. I added an "options" button which leads to a sub-menu where you can select difficulty levels. On hard you get more points but it's pretty much insanely hard.


So pretty much I just need to add sound, then I can import to an SDK simulator and hopefully get it out onto the app store!


Should I charge for the app? ¢99?



 
I've been at work on AstroDodge and things are looking good. I've put in a variable that changes the difficulty based on your score. It works okay... If you get a one things come nice and slow as well as not very often. Once you get to about ten or eleven things are SUPER hard. Like hardcore hard.


Anyway I'll be adding to that. Balance and all.


Sound is a bit of a predicament... I REALLY don't have a clue on what to do. I'm not sure what sound files (.mp3, .wav , .ogg) the iPhone supports. AND I REALLY don't want to pay for the sounds. So yeah...


I'm not really a sound person. Let's say it's not my forte. I need like a laser sound, some catchy soundtracks for the actual game and an explosion... So I've got some work to do.


Got to go! Bye!



 
So this afternoon I worked avidly on AstroDodge as to get it released by late April. So far progress is on track. I added arrays to enable unlimited asteroids!!! This is a BIG improvement for the game. This enables the game to get harder and harder as you survive longer.


I also implemented a high-score variable that displays on the start screen!


Lastly, for a bit of fun I made a Cheat mod. Press W and then set the high-score to whatever. I definatly won't release that in the final app!


Now on to sound...
 
 
Now that AstroDodge is almost ready for its 0.5 release (or pre-ralease) I have been working on a concept for a second, more awesome, more epic, more complex, app/game.


So the concept for Blob World is that you have a little lump of jelly/slime and you go around in blob world chatting to CPU players, fighting baddies, getting powers and making cash.


It will be RPG-ish and fighting. The fight style will be non-turn by turn like tap to punch sort of thing. Yeah.


So Blob World will defiantly be a bigger project than measly little AstroDodge and will take much longer. I'm shooting for the end of the summer pre-release.
This is some crappy concept art I drew up.
 
I have most features done with AstroDodge and am debating putting the online version up on this site. 


Anyway the basic game idea is that you shoot at oncoming asteroids. The challenging part is if you miss one you climb a bit higher on the screen. This gives you less reaction time. 

Movement
-On iPhone/iPods tilt to move and tap to shoot
-On computer arrow keys to move. Space to shoot!



If you mess up SO many times you hit the top of the screen? Game over. Get hit by an asteroid? Game over. Get as high a score you can! 


Features so far:
-Shooting / one bullet at a time 
-Scores
-Asteroid Movement / one asteroid
-Ship movement (back and forth)
-Ship movement (up if you miss)
-Collision sensing (Asteroid to Ship, Bullet to Asteroid)
-Game Over

Features to Come
-A bunch of iPhone features

-Infinite Asteroids (using array)
-Infinite Shots (using array)
-High-score saving
-Alien invasions/ attacks