New Look

Posted by Justin on Sunday, 31 January 2010 4:26pm

You may have noticed a new look for the website. We're gearing up for the next release. Most of the features going into this release are complete, just tidying up to go. Later today we'll be doing some screenshots, so check back. I'm preparing the server to take the leaderboard live as well. Time to get excited!

This is the year...

Posted by Justin on Friday, 29 January 2010 2:49am

I know its already the end of January, but this is the year that the game will gain some traction. This year, the game will be available in the app store for your iPhone. But PSP owners, don't fear. The iPhone launch will be (hopefully) simultaneous with a PSP release. It's been a long time since we last did a release for PSP, hopefully we haven't been totally forgotten. I loaded up the last release version (0.04a) and played it the other day, wow, we've come a long way.

I'm working on a new look for the website, which will probably launched around the time we take the online leaderboard live - probably in around a week or so. Hopefully around then we'll get time to put some teaser screenshots (maybe even a video *gasp*) of the latest build. Watch this space.

Progress

Posted by Justin on Tuesday, 22 December 2009 8:21pm

We've made some good progress on the iPhone port of the game. Last night I completed the port of our sound engine to OpenAL for the OSX and iPhone builds. Our list of outstanding items is getting shorter.

One of the things I've set up to help us get a build out sooner is a continuous integration system. It hooks up to our SVN server hosted by Assembla and every time someone commits a change, it builds the iPhone, PSP, Mac OS X and Windows builds. I'm using TeamCity, which I can't recommend enough. It'd be cool to have a traffic light on the website that shows the status of each of the builds, but I don't know if I'll ever get that setup.

Who'd believe it.

Posted by Glenn on Thursday, 3 December 2009 2:58pm

I never thought I'd get on the twitter train, it just seems too gimmicky, yet today, Justin made an account and I posted to it (http://twitter.com/codetactics). That instantly raised the question about the use of personal pronouns, so we'll have to work on that one.

Basically the whole twitter idea seemed like another way of keeping people interested in the game, despite (or because of) the fact that it's been 6 months since our last release. There's a good chance that someone interested in putting homebrew on a PSP will also have a twitter account; maybe I'm mistaken. Twitter seems like a decent way of measuring how many people care about what we're making.

On the development front. Upgrades, Airstrikes (now called Tactical Support), online leaderboard.

That is all.

(Yes, tragically abrupt)

November update

Posted by Glenn on Monday, 9 November 2009 9:11am

Another month, more code, yet the feeling of being no closer to the end goal. Time just melts away it seems, which proves that we're too busy with life's other demands, such as our real programming jobs, those other jobs that pay that aren't programming jobs, and then just those other jobs that have to get done to keep life in order.

It's a month on and we still have no new name for a game, although a thread we started at QJ at least allowed us to bounce a few ideas around.

Progress wise, Justin's been making an online leaderboard and I've been extending the airstrike system so that we can have more than just an A10 wreaking havoc.

Random observations for the last month include observations from Indie iPhone devs that the piracy rate for their games are as high as 90% which is quite impressive. When/if we finally get this thing on the app store, I'd love to know how many players are too tight for 99c. Anyway, it's not like we'll ever charge for the other platforms though, unless someone stupidly offers us a large wad of cash for our code or something.