Wednesday
Apr182012

traders vs. Trinars update

This week we are finally having our first full fledged development meeting. With new team members and the realities of everything going on, it's exciting to finally get here. Our goal is to start dividing up the work load and understand how we can work to one code base for both android and apple devices. We have chosen Cocos2d as the development platform, since it is supposed to be supported on both, but we shall see what that really means. Having worked cross platform many years ago, you always find that things don't work out as expected. Hopefully it has gotten a bit easier and more reliable.

The other thought that is going thru my mind is, do we only support handsets for android or is now the time to support tablets too. And if so, then what form factor do we support on android? So many things to think about!

Friday
Apr132012

Wasted Time 2.0.3 Released

Today we have released Wasted Time 2.0.3. Available on the app store to address the retina display on all iOS devices.

Saturday
Apr072012

Wasted Time Update 2.0.3 submitted today

Well after fighting with a problem in my provisioning profile, i.e. it would let me provision to my development iPhone...but everything compiles and tests out okay... I have submitted version 2.0.3 to the App Store today. There are no bug fixes in this version, but I have updated the graphics to take advantage of the new retina display on the iPhone and the iPad. I've also added a new splash screen (first time I've tried this, so let's see how it goes!).

Thank you for all the feedback that people provide!

Thursday
Mar292012

New Team Members

The development of a game is a lot more complex than a simple utility. Obviously that makes sense, since the basics of a utility is best defined to a single function; while a game is driven on a complex relationship between many different parts, including the player. This realization has come to us over time. This means that we've been working to expand our team to include more people in order to address this complexity. The good news is there are some great people out there who are willing to work on games (hey it beats working on boring code). We are hoping to have a few meetings in the next week or so, and really start moving this forward. Watch this space!

Sunday
Mar252012

forward progress 

Since this is the first game we've started to develop, progress is slow, but are making progress. This morning our lead developer finished his training, by reading the book ... Hope to start soon on the scaffolding....