Hey Folks! As some of you may have seen on twitter, today was a bit special and unusual. I did some honest-to-goodness role-playing! With actual people!
I was joined by @unormal (Caves of Qud dev), @JustASquid (Airscape: The Fall of Gravity dev), and @Mjoshua (Trailer Producer extraordinaire) to try out @WritNelson's Ellipses RPG in an adventure setting called "2 Jacked to Hack." And, well, I'll let Brian's doodle summarize:
Right! So that should clear things up.
Seriously, though, it was a blast to go completely off the rails of reality for a few hours. And if you're looking for an interesting pen and paper RP system with a low barrier to entry, check out Ellipses RPG!
I did manage to do a few responsible things today, as well. Some more address updating with various vendors and services, reviewing (and approving!) Josh's revised track from yesterday, some brief iPad testing, and the start of some new UI art for buttons that got bigger on mobile. Nothing I'm going to get a bonus check for or anything, but it does keep the loose ends from piling-up.
Anyway, it was a refreshing change of pace. And reminds me that maybe I need to make an effort to be more social :) Have a good weekend, all!
Hey Folks! More of an admin day today, and less gamedev.
The admin tasks were mostly financial in nature. Invoicing and paying invoices, and updating account info now that we've moved.
I also sent some feedback to Josh on his latest track. I think it's mostly on target, but I want to see what he thinks about reducing the intensity/volume at a couple points in the track where it might overpower the game audio.
Tiago just checked-in a series of changes to see if it'll fix some of the iOS issues we were seeing. And the result is a mixed-bag. We did see some improvements, but my iPad 3 crash was not among them. The good news is, at least that crash still appears to be isolated to my one tablet alone.
Finally, I took MailChimp out for a spin today to try out a mini-mailing list for iOS testers. Going forward, the new site will have a newsletter sign-up form, and I'll use that to send out announcements to interested folks. A long list of people (in particular, the press) have asked for such a feature in the past, and the RSS was the best I could do. Soon, you'll be able to opt-into updates for things like new game announcements, new version releases, contests, and that sort of thing.
So probably not the most exciting day for gamers out there. But still necessary!
Hey Folks! Bad news. It appears iOS is back to haunt us again, this time with a weird crash bug. And for added coolness, it only affects my iPad 3!
It seems that spending 60 seconds on any given encounter or hex map screen causes the game to crash to home screen. Other screens are fine, just those ones are affected. And it doesn't affect my Android nor PC builds, nor anyone else as far as I can tell. Fun!
We also had some brief demo version achievement regressions, among other things. But I think we have most of them figured out.
Anyway, in other similar news, the website appears to be crumbling from beneath itself. First we had Monday's FTP quota weirdness, and now users are tripping security features. And if my Spidey Sense is accurate, I also suspect the site isn't sending notification emails out anymore.
It seems that new site can't come fast enough! Like we're in some Ducktales episode where the ground is crumbling behind us as we run away.
Let's see, anything else happen today? Oh! Josh sent me a new space exploration tack, and that was at least a positive note. Going to listen to it a bit more before providing feedback, but that's always a pleasure.
A whack of new "quality of life" fixes went into the latest mobile build, which is good. And I guess we're still better off this week than last, all told. It's just...iOS aaaarg!
Hey Folks! Sorry for the late news today. Errand-run this afternoon went long. Though I picked up some office plants to start helping with the air. I don't know what it is, but this room has a funk to it. It could be partially new carpet, but there's another layer to it. I think the lack of any air flow at all (not even a heating vent) has something to do with it. That, and I probably smell bad :)
The paper doll update is what I was talking about yesterday, and basically boils down to this:
As you can see, way easier to target some of those new shoulder and wrist slots. Especially on a smartphone screen.
Also, as you could probably tell from the above, I have FTP access again. Somehow my disk quota was set at about 12% of the actual disk quota I pay for. The web host fixed it for me, and I can now upload a million new png files.
Finally, Tiago and I are still chomping through the bug list. We knocked off quite a few big-ticket ones last week, and are now at the medium weight ones.
In-app purchases are just about fixed now. There are some bumpy steps involved in restoring IAP on some iOS devices (possibly a manual app restart if it freezes during restore), but it otherwise works as it should. Plus, several fixes to slots being mirrored to the wrong side, and a nearly-done addition of swipe-friendly UI! (Some left/right choices on crafting or attack modes, for example.)
Not bad! And with no major errands tomorrow, maybe I can push a little further in getting more done. Until then, folks!
Hey Folks! Hope everyone enjoyed their weekend. Ours was wall-to-wall home projects as we installed shelves, cleaned things, and generally continued the long-tail of moving in. The office is now a step closer to complete, but still a ways off.
Most of today was consumed by accounting. As we near the end of April, all of the first-quarter financial stuff needed doing. Things like filing quarterly and monthly business taxes with the state, filing quarterly payroll taxes with the feds, and then paying all of said taxes. Plus, this is about when I usually pay myself monthly wages, so that needed doing.
Let's just say this was a painful day for the old work bank account :)
I also did quite a bit of catching up on UI tasks for both the new website and mobile port.
The website has some purchase flow stuff that was broken in the migration. It also had some errors on user-specific pages (account settings and profile), as well as menu links. Most of the minor stuff is fixed now, but we're still working on the purchase/download game files section. (Possibly upgrading to more modern tech, pending a test.)
The mobile UI stuff involves both IAP and the paper doll. The IAP work is a new button for iOS users to restore any purchases they've made after uninstalling and reinstalling the game. Sometimes, the app store needs a kick to remember, and this button does that.
The paper doll changes are some erroneously mirrored shoulder and wrist slots, and beefing-up said slots. The old torso was huge (including arms!), but the shoulder and wrists were tiny. This will change the shoulder to include the upper arm, and the wrist the lower arm, leaving just the chest/stomach as the torso. Should be way easier to target with tap input soon.
Still not done, though. And having an issue with uploading images, or else I'd post a pic of it. So there's a website bug to look into on my plate, too. Fun!
Have a good night, all!
Hey Folks! (Partial) Fail day today, unfortunately. But we have a new space track from Josh, and it's pretty hardcore!
The IAP fail appears to affect some iPhone users. (Like, of course it's an iPhone giving us grief :) The user's iPad works fine, but their iPhone just won't recognize the unlock. Please tell me the iOS port will be worth all this.
The web fail, coincidentally, involves unlocking the full version, as well. In this case, some of the path info from the old site needs to be upgraded. I was able to affect a few changes to fix it, but there are still others in need of a fix.
And more importantly, I'm not sure how to upload new versions of the game on this new site. It'll have to be done, though! So I've asked how this should work.
Finally, and on a good note, Josh's latest track is in! It's super high-energy, gritty, and full of doom and action. And at first, I was worried I wouldn't be able to use it. Most of the OST for the space game is more ambient, electronica, haunting, or synthwave. This one sticks out like a sore thumb.
However, just as I was telling him that, a thought occurred to me. Maybe it can be used in one rare, and likely suicidal moment? I'm thinking it sounds perfect for the scene, and it also has a finality to it that almost guarantees it won't come up so often that it gets repetitive/boring.
So I'm going ahead with it, and we'll see how it goes! If nothing else, it's a nice addition to the growing OST.
That's all for this week. We'll likely be doing a website freeze sometime next week in preparation for the new site launch. So stay tuned!
And have a good weekend, all!
Hey Folks! More invisible work today involving the upcoming website, beta testing, and discord. Though, with any luck, it'll all be highly public stuff in the very near future :)
The website pre-check is just auditing all of the features on the new site to make sure they work correctly. Assuming they do, the next step is to duplicate it to create an empty husk, into which we'll start pumping all the content from the current Blue Bottle Games site. E.g. forum posts, blog entries, avatars, etc.
This will mean the site has to be "frozen" for a day or two to make sure we don't try to copy a moving target. I.e. you (and I) won't be able to post new content anywhere on the site for about a day or two (though likely less). Current estimate for that is Monday/Tuesday next week.
Once the copy is done, we'll review the copied site one more time for anything missing, and add that in. And then, LAUNCH PARTY! (Date TBD.)
Meanwhile, I just sent out a request to iOS beta testers to start trying the in-app purchase flow. And so far, we have some hiccups to solve. Everything from having to manually restore a purchase to the full version unlock not starting at all. A mobile game dev's work is never done!
Still some other UI issues to tackle, too. But that's the big one right now.
So nothing really fancy to show off or talk about. But soon... :)
Hey Folks! Not a lot of gamedev done today (by me, anyway). Most of the day was spent on two things: office setup and email migration.
Email migration is getting my email systems moved to a new service. Gone are the days of my old email/name/web server as I migrate each to a modern, specialized server. So today was pulling hundreds of MB of mail from the old servers to the new one, updating account info, passwords, syncing to local mail apps, etc. A lot of time waiting between steps. Perfect for...
Office setup and unpacking!
The office setup is good old fashioned hammer and nails stuff. I finally setup the new shelves I ordered/made, and they're not bad at all! I'm still sort of figuring out where everything goes. I haven't had this much personal storage space in a really, really long time. Some stuff is coming out of boxes for the first time since...2009? Feels good to stretch out again and personalize a space permanently!
I still have a way to go yet. And maybe another file cabinet or mini shelf to make room for the last of the crap pile. But the stuff is mostly off the floor now and arranged nicely on steel and pine shelves. Looking forward to having the full kit on display!
Oh, and just to keep folks in the loop. It looks like the new website may launch in as little as a week. I'm starting to think it might be a good time to announce the discord channel officially, and maybe have a website relaunch party of some sort. Hmm. Could be fun!
Hey Folks! Hope everyone had a good weekend. Ours was crammed full of everything from house repairs to meals with family, and it feels like we've been on our feet since Friday. Work was almost a bit of a break!
But not too much of one :)
After squaring away several emails, bills, and the like, it was time to look further into that iPhone rendering issue we've been having. And we may have the thing licked now. Finally! We found this SDL scaling bug fix which sounds suspiciously like the issue we're seeing.
Basically, the code was calculating the screen scale factor using numbers that were too low precision, resulting in a crude/rounded scale amount (e.g. 2x instead of 2.61x). One of the beta testers already reports success on his iPhone 6+, so we're optimistic!
Also, my new office shelves came in! I have three tubular steel 6-foot uprights now, and bought several planks of knotty pine for some shelves to run across them. I sanded them this afternoon, and cleared away most of the space where I'm going to install them (a.k.a. moving piles of crap from one side of room to the other). All that's left now is setting them up, and anchoring them to the wall. Then, I can move crap from the floor to shelves!
One step at a time :)
Overall, not a bad day! Here's hoping that iPhone fix goes the full 9 yards!
Hey Folks! Just a brief update today as I had to cut things short to prep for some house guests.
I did a bit of research on social login providers today, after layarion made the excellent suggestion to allow Steam and certain other providers to log into this site. Especially with the mobile release coming up, having to create a new account here for a mobile bug is probably more than most want to do.
If this works, users can login with Steam, Google, Facebook, or a range of other providers. I think it'll create a proxy account here to store all the info for that user, which means the usual site stuff should work, too.
I've created a task for the web devs to give me an estimate. I'm hoping not too hard/expensive, as there is already a plugin designed for this in the new site software. Fingers crossed!
Also, if you're a keen reader of the forums, you've noticed Galahir950's post about a discord server. First of all, big thanks to him for helping get it running! I'll be making bigger waves about it next week, when I'm more available to greet new users and chat a bit. For now, it's a more subtle advertisement of the new server to try it on a small scale, work the kinks out, etc. I'm pretty excited about it, though. A fair number of folks have been asking for something like irc, slack, or a similar chat area for NEO Scavenger. It's not necessarily a replacement for the forums, but rather an alternative way to talk and hang out with other users.
More specifically, some of the previous times when I've participated in live Twitch streams of NEO Scavenger let's plays, it was a great way to chat with players, answer questions, crack jokes, and generally hang out. A great tool for events, and might be a good place to do some special promotions! (E.g. AMAs, giveaways, scavenger hunts, etc.)
Finally, due to the aforementioned guests, I'm not expecting to be around much Monday. I may pop by a little as time allows, but Tuesday is my first official day back.
Hope everyone has a good weekend, and see you Tuesday!