Boo! That’s as scary as we’ll get. Firstly, happy Halloween! It’s not the last Saturday but it’s the last day of the month, just squeezing in that extra dev time! Anyway, it’s time for my (slightly) regular monthly dev log. As always, I’ll discuss what I’ve been up to, what’s new & what’s next. Let’s get into it…
I got my game on the App Store! It’s probably not that big of a deal, so have thousands of other developers. But I cannot explain how great it feels, it’s like releasing a game for the first time all over again. I’m used to Android and that proved challenging, so I really didn’t know what to expect from this. Let’s run though what I did.
Step 1 – put a copy of the currently released version of the game on my mac and work from there. Basically I now had 2 versions, the half updated new version on my PC, and the last working version that’s currently released (last months version).
Once everything was up and running, I had to test again. Luckily the game worked fine, but it wasn’t problem free. The newest generation of iPhones (X and above) have some awkward screen sizes. Everything worked, but it didn’t look right. Larger screens were no better either, the panels were stretched, it worked but it wasn’t pretty. It was time to make sure the game supported all screen sizes. Here’s a little before and after:
(Before – iPhone x)
(Before – iPad)
(After – iPhone x)
(After – iPad)
The most annoying roadblock with the iOS release was having to change the name of the game. Apparently Egg It was already in use!! I researched the name before I chose it, and I couldn’t find anything. But you can only use that search on apple connect^ (would be helpful if that search was public) At least next time I can check from the start I suppose…
I had a few name ideas, Runny Eggs, Egg Dash and a few other rather generic egg-related endless names. Problem was I didn’t know if any of the names would work, so I ran them all through that search^ and settled on Egg Ed. It works! & this name will tie in with another game I have planned a little down the line. But that’s a secret, shhhh.
Once the game looked and played fine, I had to figure out how to build and upload it. Again, this wasn’t too difficult there’s a lot of help online just a google search away! The first time I uploaded, I got this email:
It uploaded, but it had a problem, and I had no idea what that problem was or if it was something I HAD to fix. I investigated it and apparently a few people have experienced this in the version of Unity I’m using. The closest fix was in the 2019.3 beta, so I got it downloaded, made a backup (just in case) and tried uploading the game from the new version. No more problems!
Back to the newest version of the game over on my PC. Before I could continue, I had to copy all the UI fixes from iOS to the newer version. Luckily, I’d just done this once, so I got through it fast.
After publishing, a lot of new people could play my game, including most of my friends and family. With that I got a lot of new feedback, I mean a lot. So, I decided to spend a little more time on the update, what’s a few extra days? Here’s some of the things that have been fixed:
- Consistent UI – the x button is now the same colour every panel
- Larger move buttons
- Equip now – equip your skin as soon as you unlock it
- Points for doubles – you now get a point from the base in the middle of the double wonky plank
- Difficulty – the games difficulty increases a little slower
The main update
Back to the main update, focusing more on content, I’ve added new eggs! I won’t spoil them all, but I have posted a few previews through my socials. If you haven’t seen any yet here’s the most recent:
I couldn’t just extend the “Beat X score” or “Play X games”, we had enough of those. So instead, we’ve got some new challenges, and something to collect while you roll:
We have words! I haven’t quite finished this yet and there will still be some testing and tweaking to do. Expect to hear about it over the next few days.
This will be the final update, which is probably why I’ve tried doing so much. Unless there’s any major bugs or fixes, after this I will be moving forward with game 2. So hopefully that is what I’ll be writing about next time.
A month later and I still haven’t heard anything back. At this point do I even need permission? Last month I was looking at registering as a sole trader, mainly for the sake of working under the name AlextheDev. I did however get tired of waiting and just set up my apple dev account as an individual.
So, what now? Well, after discussing and considering my options, I don’t think sole trader is the route I will be taking. Especially now there’s no rush to setup^ Instead I think I will be researching more into limited companies. I already know a lot about the differences between the two. Running one however, not a clue.
I’ve ordered some books that go through setting up and running a limited company & another about bookkeeping & accounting. If I’m doing this, I want to do it right. I’m not sure when this will happen, may not hear about it for a while. But I’m hoping by the end of the year I can make this a reality. In the meantime, it’s back to making games. We’ll see how things go…
Until next time…