Week #4 of ISS development
At that time I wanted to enter the beta phase, by planning a complete art overhaul. My friend Tonia Hoiba helped me with that, but bugs and feature requests started to arise before I even realised it. So I decided to run a prebeta release in order to know if everything was alright with bugs. That was done at Sunday, and I had 3 more days to release the beta as I release each version at late Wednesday.
These were the images that were used for the game. Tonia had sent me even more drawings, which I hope to publish some time, but these were the most fitted. I edited the images with the online free image editor pixlr. The only thing I did (and mostly wrong but later I learnt), was to create some layers and add some gradient. That did the job.
As for the beta release I didn’t make it for a complete overhaul, but it was a great update from the previous version. Assets of 3 enemies except the Big have been changed. I added a How to Play screen, made the players’ health a visual graphic, added a settings menu where the player could mute the background sound and the sound effects by creating a class that controlled everything about sound in the game, and last but not least, the backbone of the stats system has been implemented.
If I knew from the start that a free stats service like playtomic existed I would have used it long before. It was amazing, the implementation was very easy, the algorithms they used very convenient, and it was free! And at last, I started to collect some valuable data that later helped me improve my levels design.
These two builds had some major problems, and most of all I didn’t made a lot of progress. But with the help of some swearing by a friend of mine I got motivated as to what to do next :).