Time for an update. Since the last log we created a build and sent it to our tester (yes, only one!) as well as playing with a version ourselves for a few days. Turns out there’s a lot of bugs that need squashing! Therefore, we’ve split in to two teams…of one…because there’s only two of us…
Team A: Bug squashing and advertising/social media.
Team B: The other 90% of game development.
We’ve now set up a twitter, facebook and reddit that you can all go and follow for more regular updates or to speak to other people in the community. The links are in the footer of the website.
So, turns out when you’ve got your face inches away from the screen, constantly, all day every day, there’s a lot you miss. Ironic. It wasn’t until we looked at slightly smaller screen with less numbers and windows surrounding them that we found oh so many things. There’s:
– Double screen touches don’t register.
– Inventory animations don’t play when they should.
– Buttons are covering other buttons.
– Hit boxes are off. The list keeps on going, but don’t you worry. We’ve got our second-best programmer on the case, squashing bugs left, right and center.
The grass is always greener
Or in this case, darker. There are pros and cons to testing the latest version of your game. The pros are the excitement of playing something you’ve made and worked so hard on. The pay off of so many hours is such a rush. The cons are, well the same. Although it’s great seeing your hard work pay off, it’s also disheartening. When you see a huge list of oversights, errors, bugs or even things that you were excited for that you realise just aren’t good, it can knock you down a bit. Luckily for us we know that we can sole all of the issues we’re having meaning we know we can have a game with only the good stuff.
What’s next for Clicker Kings
This is where team B works his magic. So much has already been done since the last log behind the scenes. Tidying, compiling, expediting, hours of unseen work that will go miles in to the future of the game to make everyone lives so much easier. All this while still implementing and testing features as well as helping team A with any hurdles he’s struggling to overcome.
Keep and eye out for the next dev log where we’ll delve a bit deeper in to characters, gear and the stats/upgrades that come with them, as well as future ideas like changing elements in the scene.
Once again thanks for reading, from Harry and Steve. Founders of The Night Project and developers of Clicker Kings.