More news thanupdate

Well, here is my plan. I’ve got basic mechanics down, like I said in my last update. That means that It’s likely I get out of Beta and release somewhere in the semi-near future. With that said, how am I going to release the game? + datails about the game that other programmers want to know.

Info for programmers

The game is written in Java and will be distributed with the .Jar format. I’ve used paintbrush and eclipse so far. I’ve TRIED to use a professional coding process (organized classes, making variables private, ect.). My #1 tip for new programmers (like me) is that you MUST break the game into steps. EXP: instead of “Do game, ” “Create advanced spawn system,” and to narrow it down even more, “write if statements in Bullet.class to help with spawning.”

Release details + How? and When?

How? – I PLAN to release first, on the chrome web app store through making the icon a download link for a .zip folder. It will cost the high, bank-breaking, infinitely times larger than free, price of 99c.  The game will hopefully have some kind of arcade, replayable, fun aspect. I have the arcade and fun down, its just the longevity of “Mom, can I stay on a little longer, please?.” My stretch goal is to have the game on the Mac app store as a .app obviously.

Comments

15. Oct 2012 · 05:01 UTC
Awesome! I like your advice to other developers and I’d like to know more about your experiences as a developer. How do you handle dependencies on the global game/world state? What do you think of SOLID principals in a short-term game? How do you deal with changes in the overall state (main menu, playing the game, lost, won, etc)? Any design patterns working well for you? Has quick-and-dirty allowed you to move on or has it come back to hurt you?
15. Oct 2012 · 23:12 UTC
Well, I am new to the game industry. I’m 13, but I know 1 programming language (java) and 5 web languages (xml, xhtml, html, css, javascript ).