Tomorrow marks the beginning of Global Game Jam 2010, which means I’ll take a brief respite from Postal Worker development. Expect the 13th installation to be late in the week next week. Tonight I started by implementing a pause mode in KranzkyEngine. You can now pause, resume and stop it. Pause is pretty straightforward to [...]
Pretty happy tonight that the game context manager has come together so nicely. I’ve created a bunch of different contexts (splash, menu, game, pause), and can easily transition them in and out, and overlay them on one another. It’s all pretty cool. The only wrinkle is that there was a perceivable pause when the “Captain [...]
Wow – 20% of the way through the project. Scary stuff. Tonight I got the first version of the ContextManager up and running. Right now the KranzkyEngine has the following structure: KranzkySingleton KranzkyEngine < KranzkySingleton Initialise the AirPlay framework Hook into iPhone events Run the main loop Call KranzkyContextManager to update and render KranzkyContextManager < [...]
Tonight I got a big chunk of work done on the Context and ContextManager, and I spent some time pulling apart the generic KranzkyEngine from the toy game that uses it (which is called HelloKranzky). Still a bit more to do until I can implement the click-through storyboard I mentioned, so looks like I’ll miss [...]
Wednesday, January 20, 2010
I mentioned to Beetlefeet at lunch today that I really need to go through the AirPlay documentation to make sure I’m aware of everything that’s there, because up until now I’ve only referenced it on a need-to-know basis. Well, that pretty much sums up how I’ve spent my two hours tonight. I started by putting [...]
Wednesday, January 20, 2010
Tonight was pretty mundane. In no particular order, I set Pazu up with an ad-hoc build; made sure my iMac has a static IP, as I need to run a server on it for packaging the game for iPhone deployment; figured out how to view crash logs on the iPhone; got more excited about GDB [...]
Tonight I thought I’d start work on KranzkyEngine, after upgrading my AirPlay SDK license to remove the annoying EULA message when launching apps. Porting Box2D can wait for another day! I want to write a game state manager that supports a stack of game states, making it possible to draw the game menu on top [...]
Saturday, January 16, 2010
Tonight marks the end of the first week of Postal Worker development. The “Hello Kranzky” application runs on my iPhone, and allows up to five Captain Onion sprites to be moved around with multitouch. There were a few wrinkles getting the assets built and bundled, but everything is now under control, and I’m comfortable with [...]
The Pitch Postal Worker (PW) is a game of endurance for the iPhone. It is tuned so that a playthrough for a newbie would take around 30 seconds, and that an experienced player would consider a 5-minute game a long one. It has awesome audio, great music and a pleasing, colourful art style. Playthrough You [...]
Wednesday, January 13, 2010
This will be the first of several posts relating to game design. I imagine it’ll be something like this: Describe the circumstances of how the idea for the game emerged (today). Document a playthrough of the game, to capture the essence of what the player will experience. Break this down into a state diagram and [...]