Hey Folks! Sorry for the missed post yesterday. I got wrapped-up in a long email to Josh about the next track, and pretty much sent it minutes before I needed to head off with the fam to run some errands.
The email was regarding his next composition, which I'm thinking might be the game's main menu theme. And in a broader sense, a chance to apply a motif that acts as a musical signature for the game. E.g. The Elder Scrolls or Blade Runner have instantly recognizable musical phrases which can be very powerful in evoking a mood or drawing attention.
Hey Folks! I did some more experimenting with the orbital plotter today, and delved into Unity's more advanced rendering features.
The biggest change was in the way the orbital plotter was rendered. Previously, it drew vector lines directly onto a GUI canvas. This was simple, and fairly powerful, but it made things a bit hard when it came to mixed UI elements (e.g. a truetype font and texture-mapped vector lines).
Hey Folks! Almost a whole day of dev, today! I had a few admin tasks this morning when I got started, but after that, I spent the whole day on the orbital plotter.
I think I've finally managed to tame the plotter. Up until now, I've half been learning how to use Vectrosity to render vector art, and half trying to get accurate orbits plotted. As of today, I think I've got the hang of both, and the plotter is working at a very basic level.
Hey Folks! More webdev and some music work today. And a teensy bit of orbital doodling.
The webdev was just finishing up the download changes I made yesterday, and testing. I had to make sure each user type on the site had access to the right things (e.g. Yukon edition, normal edition, registered, and anonymous users). And there are still some legacy file folders I need to work out with the webdev team. Basically, do we keep the legacy stuff as-is, or try to integrate into a new folder system?
Hey Folks! Hope everyone had a good weekend. It was gorgeous here this weekend, and we took every opportunity to enjoy the weather. It almost felt like a vacation!
Back at the office, I had to do a little bit of admin work to catch-up, then see about to final tests on NEO Scavenger mobile. Our main bug is seemingly solved, and we're just waiting to see if any esoteric iOS devices have issues. That, and there are a few smaller changes coming in a new build for better user input (e.g. swiping). But once those are done, we might be ready for launch? This could be it!
Good news, everyone! It looks like Tiago was able to finally squash the rendering bug in mobile!
His latest change successfully detects the device type, and enables or disables High DPI rendering mode accordingly. And so far, all testing points towards a success! His iPad 2, my iPad3, and several iPhone models are all showing correct behavior, and no crashes now.
Plus, as an added bonus, one of the input bugs on the main menu went away with it. Woohoo! A two-fer!
Hey Folks! More webdev work today, as I started migrating the download system into the live test server.
It started out pretty straightforward, as I checked-in the files, uploaded them to the server, and began testing. I had a few bumps as I changed things to work in the new environment (e.g. adding some code to bootstrap the content management system on a stand-alone PHP page).
Hey Folks! Still a bit of downtime as Tiago finishes up the DPI-switching code, so I continued my resurrection of the orbital plotter prototype today. I now have the orbit plots aligned with the display center, and scaled to "kiss" the edges of the display. This will be my default 100% zoom of an orbit, from which I can start scaling up or down to represent zooming in/out.
Hey Folks! Hope everyone had a good weekend. We decided to have fun this weekend, as opposed to unpacking/cleaning/fixing the house. Hawaiian poke, gourmet cupcakes, pho, and lakeside burgers were among the highlights. Yum!
I apologize for the lack of news Friday. Part of said weekend o' fun involved quitting early Friday since there wasn't much on my plate for once.
Hey Folks! We had a brief celebratory moment this morning when we thought the crash bug was fixed. But after more testing, it appears there was a false success. My iPad 3 is still crashing intermittently when on encounter screens.
What's interesting, though, is that this is even after fixing memory leaks. The memory footprint was rock-solid for several minutes before the crash, and no spike/allocation could be found prior to the crash. It just...crashed. (This was using XCode's Instruments, no less. So I'm fairly confident in the metrics.)
Hey Folks! No fix for the iPad 3 crash bug yet, but the situation is developing.
It turns out this may be a memory leak after all. Tiago got his hands on an iPad 2 for testing, and while the timing is different, the outcome is similar. He was also able to spot some weird memory usage patterns. Up until now, I've erroneously thought my iPad 3's memory usage was stable, but could confirm in my latest tests that it was going nutso. Like MB/s increases and then garbage collection.
Hey Folks! Unfortunately, both the iOS and website situations experienced some setbacks today.
The draw call optimizations Tiago recently made haven't stopped the crashing on my iPad3. We think it has affected the rate, possibly for the better. But we're still seeing crashes in the ballpark of 1-5 minutes on encounter screens, and 0:40-2:00 on the hex map. Still short enough durations that regular users will hit them in normal play.
Hey Folks! Hope everyone had a good weekend. We did some local neighborhood clean-up volunteering, and yet another round of home improvement/move-in/cleaning. So pretty busy! We celebrated our hard work by getting tipsy on a bottle of Semillon, eating cheese, pickles, and bagels, and watching Arrival. Would do again :)
Hey Folks! It was a super productive day today, I'm happy to report. Lots of bugs solved, a possible solution on the horizon for one of the remaining major bugs, and a new website update!
The bug squashing began with changing the way auto sort works on mobile. The teensy button was really hard to hit with touchscreen, and especially so on smartphones. And there wasn't enough room to make the button bigger in each of the places it got used, since it could appear in some tight UI spots like between backpack and shoulder grids, or between ground and paper doll info.
Hey Folks! A few more bugs fixed today, as we try to reach issue-count: 0. (Or at least, issues above 6 severity: 0.)
I managed to figure out what was wrong with my cursor mode tray toggle, and got that checked-in today. As is often the case with game code, simplicity solved the problems. It was trying to do tray in/out logic in two places, and they ended up stepping on each other's toes. Consolidating that logic in one place did the trick.
Hey Folks! Busy day today. And I mean actual dev work!
I spent a good chunk of the day weeding through our issue list and closing what I could. A couple of tasks were in "Verify" status, and were able to be closed by referencing some inbox messages I had from testers.
I also discovered why my iPad 3 was haunted. It was, I'm afriad, because I am an idiot. I tried to verify the bug on PC using 16:9 mode, but the bug only appears in 4:3 mode. Once I realized that, I could reproduce (and fix) the bug.
Hey Folks! Mainly testing and bug management today, as I ran through the latest test build on my Android phone and iPad 3.
I'm starting to think my iPad 3 is haunted. I've now found a second bug which only seems to affect my iPad 3: paper doll wrist slot sprite is in the wrong place. My Android phone, and even the debug PC build, are both fine. All use the same build number. And I even deleted/restarted/reinstalled on my iPad without any luck. Tiago says it was working again for him, too, so I don't think it affects his devices.
Hey Folks! Hope everyone had a good weekend. We kicked serious housekeeping butt during ours. Fixing, cleaning, and otherwise getting our house in order. We used Trello :)
Back at the office, I was off to a late start as I had some further account-updating to do. New addresses, confirmations, and phone calls. Plus some invoicing and organizing.
Once that was done, I turned my attention to the GitLab issue list. Over the past month, several of the tasks had started to stagnate, and the issue weights were coming into question. It was all in need of a refresh.