Dead of Day

Changing the world, one Human at a time

Build Report 0.22

Build 0.21 Pre-Alpha
19/02/2017

Notes:
This sprint was about two things, firstly getting data into the game so further screen elements can be completed. It may not seem that important but without it, work on certain parts of the game wouldn't be possible without the data. I initially had problems as the data format in Clickteam's Fusion engine was causing some issues due to a bug, but fortunately they were able to make a fix available.

Secondly, we worked on getting as many of the elements required by the Steam store completed and uploaded. The art team have done a fantastic job of getting many elements completed so they could go off for review by Steam and get approved.

Next Sprint: We will be continuing to put together screens and data so that we can being to complete the later stages of Pre-Alpha, finishing off the character screens and beginning work on the initial map screen.

List of Fixes:

+ Main Hub: New Feature: When purchasing a building it will now "Fade in" when going back to the hub screen. If you close the app/come back it will appear without the fade
+ Main Hub: Moved some of the data to an ini file which will end up being encrypted. It's a lot easier to program for now
+ Main Hub: Bug fix: Clickteam fixed an issue with encryption of the ini++ object which was preventing files from being encrypted and then back again
+ Main Hub: Bug fix: Fixed issue with duplicate items not appearing when purchased
+ Main Hub: Bug fix: Fixed issue of not being able to purchase items if opened/closed

+ Data: Added character name data to system

+ Art: Achievement icons completed
+ Art: Trading cards completed
+ Art: Emoticons completed
+ Art: Profile screens completed
+ Art: Badges completed

+ Steam: Added achievements to steam
+ Steam: Added trading cards to steam
+ Steam: Added emoticons to steam
+ Steam: Added profile screens to steam
+ Steam: Added badges to steam
+ Steam: Added store front artwork to steam and set pricing
+ Steam: Build first ever steam game build, uploaded and all works :)

Build Report 0.21

Build 0.21 Pre-Alpha
31/12/2016

Notes:
It's been a while since the last update, but build 0.21's main aim was to prepare for the EGX show in Birmingham in September 2016. It carried on a little after that, but what with full time work and a general lack of time/energy, not a lot of progress was made after the end of October.

The EGX show was a great success, meeting lots of different people and talking to them about the game, it's a great way of putting the idea for your game and seeing how people react to it. At the same time as EGX we launched a Steam Greenlight project and we were approved within 13 days. So now the hard work is ahead of us to get the gameplay done as soon as possible so that a demo can be uploaded.

One thing can be said of standing up for 4 days in one spot, its very tiring and by the end of the fourth day I was completely broken.

Next Sprint: V0.22 - New Year (2017) so time for some major progress.
The aim of the next sprint is to tidy up most of the screens, get the final flow correct and implement the first map area, this is where the cabin in the woods is situated, we can then implement the initial Quick Battle System.

List of Fixes:

+ Main Hub: Inventory: Completed recycle system of objects
+ Main Hub: Inventory: Fixed Female inventory portrait which was showing as male
+ Main Hub: Removed fine detection that was causing buttons to flicker

+ Main Menu: Found the fade was generating multiple fade objects, this wasn't affecting performance on normal computers but on a surface pro it was causing the fades to take longer (dropping frame rate). So going to load screen was taking 5 seconds longer on surface, which might happen on slower machines.
+ Main Menu: Removed deletion of fade because it causes a slight flash effect that is only noticeable on slower computers
+ Main Menu: Removed fine detection that was causing flickering

+ Load Screen: Removed fine detection that was causing flickering

+ Credits: Removed fine detection that was causing flickering
+ Credits: Decreased fade time

+ Options: Removed fine detection that was causing flickering
+ Options: Fixed issue with full screen icon, had graphical effect in the middle of it

+ Intro Story: Added story graphic for spanish flu/fade
+ Intro Story: Fixed music fade. Wasn't fading when moving to the next screen

+ General: Fixed issue with back button not working on load screen
+ General: Fixed issue with inventory icons showing on other screens
+ General: Replaced temporary loading screen text with something more game related as people noticed placeholder :)
+ General: Added new text string for "Loading Complete" so that I can keep the hints text on screen and not remove it as the text was too long to read it in the 3 second load time
+ General: Character selection - bit of a tidy up and optimisation

+ Steam: Completed information for Greenlight, launched a few days before EGX
+ Steam: Entered tax/bank information into Greenlight to start process of getting access to documents etc.

Build Report 0.20

Build 0.20 Pre-Alpha
10/09/2016

Notes:
This sprint has all been about moving the core screens forward, ready for the EGX show in Birmingham in September. I decided to do the show this year as I intend to do greenlight very soon. The main motivation of having something to focus on both in terms of the stand's costing me money and it's a hard deadline. So more than anything this pushes the game forward at a quicker pace. Sometimes you need a kick in motivation on a project thats taking a while and for me this helps massively.

I do hope that the game has more to show in terms of playable content unlike my games last showing last September. I guess this just shows how hard being a part time indie developer can be. The game has moved forward, but perhaps some of it is more behind the scenes than what the player will see. Oh well we shall see in the next two weeks :)

List of Fixes:

+ Main Hub
++ HQ Screen: Added Health Bar to Character 1 Slot
++ HQ Screen: Fixed all portraits - sizes incorrect
++ HQ Screen: Added code to display portrait after character enters cabin
++ HQ Screen: Fixed character portrait display issues
++ HQ Screen: Made health bar only appear when character has appeared
++ HQ Screen: Updated smoke effects on cabin
++ HQ Screen: Tutorial: Moved arrow positions

++ Upgrades: Fixed issue with not resetting purchase boxes
++ Upgrades: Removed temp image and put in cabin graphic (upgrades)
++ Upgrades: Fixed issue with clicking off screen purchasing items

++ General: Re-organised code to spread out intro sequence
++ General: General text fixes

+ Story Screen
++ General: Fixed music fade issues
++ General: Fixed incorrect screen jump

+ Logo Screen
++ Loaded in music and sound variables into global values so that they would be available elsewhere

+ Main Menu
++ Fixed missing continue button which prevents loading a saved game/continue

+ Load Game
++ Removed old bin icons

+ Inventory
++ Added character portrait to the inventory system
++ Fixed issue of items appearing on the wrong screens
++ Added three list objects to handle inventory
++ Removed three list objects in inventory when found a better way of implementing it
++ Hid text and inventory slots at start of game/contnue
++ Added destroy/recycle to language database and placed within game
++ fixed issues with adding/removing items
++ added designer art for character slot icons
++ Changed inventory system to handle pool/hq items independantly
++ Added icon/text/title/description for inventory items


Next Sprint:
The next sprint is still working on getting ready for EGX. I have 1 weeks worth of work that will be focussing on finishing the Inventory system, hiding content that is not currently ready to be shown, and generally fixing stuff up. Then its a case of creating additional introduction tutorial items and getting a simple number of quick battles in place and a single corridor element to show how that works.


Spend for September:
Monitor for EGX
Stand for EGX
Handout cards for EGX
Some sound samples - noises for the game
Credits Sample track so that I don't re-use my limited music for non essential screens

Approx £1000.

Total game budget so far: £12,000.

Build Report 0.19

Build 0.19 Pre-Alpha
21/08/2016


Notes:
This last sprint (0.19) has all been about moving the introduction sequence and the start of the game sequence (on the main game hub) to something more approaching a finished state in terms of having all of the animations and code in place before a final polish run through.

It's been a hard slog this sprint, but we have been getting further along bit by bit and it's making a difference to how the game is coming along, its starting to feel exciting adding in every little bit of code, seeing the changes to the state of the game.

Next Work Sprint:
Have now booked EGX so the plan is to continue working towards a playable build, at least a 5-15mins playable so that people can see what the game is all about and it's easier for them to visualise.

List of Fixes:
+ Hub Screen
++ Started tutorial introduction sequence.
++ Translation for day.
++ Separated graphics for resources, they were too close together.
++ Added tutorial test text.
++ Added designer art pointer to point out items in tutorial.
++ Added remove tutorial dialog icon so player can remove tutorial at any point.
++ Art team provided new seasons icons, added into game.
++ Art team provided new animated tutorial arrow, added into game.
++ Sorted out position of animated arrow/tided up.
++ Added male/female characters to the intro sequence.
++ Added door closing animation to intro sequence.
++ Added cabin smoke animation to intro sequence.
++ Added code to handle character walking, smoke and door closing.

+ Storying Introduction Screen
++ Added skip text to advise player they could skip if needed.
++ Updated Egypt story frame, more work required on animation.
++ Added moving plane to world map story frame.
++ Added cloud animation for above aircraft, in airplane story frame.
++ Added colour flicker to witch Dr graphic story frame.

+ Load Screen
++ Implemented art work for create/delete options in dialog box.

Build Report 0.18

Build 0.18 Pre-Alpha
13/07/2016

Notes:
Made some good forward progress this week. Got through a few screens that are now in a nearly completed state (except for very minor polish). I have one more screen to do (story intro screen) before I begin to tackle screens that contain multiple elements and more importantly gameplay. I will be excited to see how much work I remember I had done on them and finally begin to tackle gameplay content rather than screen and flow issues.

Next Work Sprint:
We will begin to improve the story introduction sequence, this is what provides some background into how the zombie virus spread across the world. It is all hooked up code wise and works as expected, the problem is that it needs more movement on screen to make it interesting visually. I am going to try a few basic movements by using elements that have already been created.

List of Fixes:
+ Load Screen
++ Load Game Screen: Updated background to remove hard coded "Load Game" text
++ Load Game Screen: Replaced hard coded buttons.
++ Load Game Screen: Updated text with translation system
++ Load Game Screen: Fixed text not being removed when displaying pop-up box
++ Loading Screen: Replaced Loading Image with text
++ Loading Screen: Replaced continue button with translated item.
++ Loading Screen: Added Helpful Hints text, using random number generator to pick from (currently) 5 items.

+ Options Screen
++ Options Screen: Updated background to remove hard coded "Options" text
++ Options Screen: Replaced Language selected graphic with text option.

+ Character Selection Screen
++ Character Selection: Text moved to translation system.
++ Character Selection: Replaced hard coded buttons.
++ Character Selection: Redid Background Card images
++ Character Selection: Added character intro text to this screen, rather than a later screen. Need to be careful of text sizes here, could be problematic.
++ Character Selection: Replaced scrolling elements on screen with appearing, much easier to program and less problematic
++ Character Selection Screen: Added dust effect, currently one piece of dust generated every 1s, consider adding more types and times later.
++ Character Selection: Animated Pick Buttons
++ Character Selection: Fixed up Close character sheet
++ Character Selection: Connected next steps to Character "Pick" buttons

+ Other
++ Story Intro Flow: Wasn't taking new save from loading screen to story screen.
Dead of Day

Blog Summary

February 2017
December 2016
September 2016
August 2016
July 2016
July 2015