The Maiden Voyage
We’ve been very productive this past week. We’ve spent the last week going over everyone’s suggestions and problems and analyzing the best possible approaches to handling it all. The input from all of you has been absolutely incredible, and we could never do enough to thank all of you for the help its been. We have been working on several parts of the game:
The first and foremost has been levels. We knew that 120 levels would be a grand task, but we had no idea just how big of a task it would actually be. This is mainly due to the fact that we don’t want mediocre levels, we really want our levels to each be unique and fun in their own way, rather than repeats of each other. So we’ve officially finished 60 levels and are going through the testing phase of those levels. We are going to finish up the last 60 by tomorrow evening and start testing those levels. We’re actually most excited about our later levels since we get to see how everyone reacts to them and all the different ways people find to solve them. We are looking into a way for users to post screenshots of their solutions online somewhere to compare with one another on how they were able to solve some of the harder levels.
We’ve been isolating and squashing bugs left and right. It’s actually been really nice to have people crashing our game for us since we’ve been able to find a lot of bugs that way :). Never thought I would have been happy to have people crashing our game haha. The only problem is reproducing certain bugs. We know they involved stack overflows and we know which functions are causing the stack overflows, but determining which parameters caused those functions to stack overflow is nearly impossible. We’ve been at it all day trying to reproduce them, and found a few issues, but a couple bizarre issues are still alluding us.
Hah, not a part of our game, but has been hitting us hard this week, regular flogging has been helping.
School is rough, doesn’t help that we’ve been putting way too much time into this project. Hopefully after release things will slow down a bit.
So we’re nervous to put another hard date out for the full version to be released. We started with April 6th as the release date, then moved it back to Sunday, and now we’re thinking Monday or Tuesday. So hopefully next week will see Refraction hit the Android Market (Crossing fingers).
Our maiden voyage as software developers is floating along, we haven’t fully figured out how to work the sails, but we got them working well enough to keep us trudging along :).