The apple of my i - a stable iOS build.

it took a lot longer than I thought, but I've finally got a stable iOS build. For anyone trying to the same, I'll highlight some of the pitfalls and hold-ups I experienced in a later post. For now, I'm on holiday so I'm going to take the opportunity to test the product and get other people's opinions about the game. I'll drop an update in about a week.


Candy Crush style lives. Giving plays value.

Flappy bird was infamous for it's difficulty, but it's learning curve was actually quite shallow. A player might die 10 times in the first minute, but very quickly they would get a feel for the game, start being able to guide the bird through a few pipes, and after quarter of an hour be able to set a score in the double digit.

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Accidentally Putting Things in Orbit.

In my last post I mentioned how I wanted to conserve the momentum of the action created using vector3.movetowards. I began by literally trying to do just that. Pass the values that equated to "momentum" into a variable and pass it along to the phase after the button had been released. This was an awful idea and accomplished nothing.

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What am I doing here?

to start with, I will be setting out plans of what I want this game to be before I even start making it. When it's finished, It will be interesting to come back and compare the final product to this list.

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