Logo Love how the logo looks like it's wrapped around a bunch of cubes. I assume that's what you were going for, but it looks like you nailed it.
Alpha done! Waiting for Apple to approve the TestFlight build now. Another thing I did today was get Night Mode working, I figure it's a nice touch for testers to have the option (also added a quick mute option). It's p nice, once you opt to play in night mode, every screen will follow the rule. So if you quit the app and boot it up again, you won't have to scramble to set it up again - even the loading screen will be different. Some people have said they prefer Night Mode in general so now people can play however they want! (actual vine of that HERE: https://vine.co/v/etr9QeiJvrb)
So the alpha is all up and running. I've been running into some things I want to change ASAP, but none of it is very exciting so expect this devlog to be a bit more quiet than usual for a little while!
Just wanted to post a quick update since it's been a while. I'm currently working on art for Wheelie Legend 2, by Colin Lane and myself, hooooopefully by next week I'll be back on Castles The alpha is going ok, but I clearly still have a long way to go in making the game as fun as it can be. Game development is a harsh mistress
This is probably not all that exciting to anyone but it's something I'm ridiculously proud of: Castles now detects what device it's being played on and will dynamically position everything to make the best use of the available screen space! (if you go back to older screenshots you'll see that the top and bottom cards are placed closer towards the centre; now the game sees that you're using a taller screen so it spaces things out more. It's one of those things you don't notice is there, but if it WASN'T there you'd be annoyed)
As a developer and follower of several mobile programming forums, I think this is pretty cool. Device scaling seems to be something a lot of mobile developers struggle with. Good job!
I happen to have discovered this just now. Loving everything I'm seeing, and if needed I'll be glad to help with testing too, especially if multiplayer is planned (if I understood well the mechanics, asynchronous mp would be perfect) n Keep up the good work!!!
Hey cheers, I appreciate it With all the different iOS devices now, and most middleware tools handling them differently, I think it's quite a task for indies / small teams to take all this stuff into consideration. Definitely worth the effort though. Thanks! I'm trying to make the MP happen, it'd be a great touch. I'm just one person with limited resources though so no promises at this point. Today I took a moment to add another detail (which seems to be a recurring theme with developing Castles, but there's a good reason behind it (imo): With how minimal the style is, and how focused the core game design is, every tiny niggle stands out more than it would in a "busier" game)-- cards now get greyed out when the player doesn't have enough points to play them. Basically what happens now is you get to see at a quick glance what your options are each turn, and you still have the ability to tap the greyed out cards to get their details (what their effects are, their cost, and type of points they require) which is good for planning your long term strategy.