Game Progress Update #71
Hello World! And welcome to the seventy first Dev with Dave Game progress Update.
I’m sad to say that it’s been another of those weeks where nothing has gone to plan. I’m already two days late starting this blog post.
Unfortunately, my girlfriend’s diabetes put her in hospital again this week, so my available time to work on Flappy-vaders has been dramatically reduced. It doesn’t help that my car is off the road as well. So, I have had to be finding other ways of getting around.
Taxis are the easiest and quickest, but most expensive. We also have those Lime electric scooters and bikes around here, which are cheaper than taxis but are slower. They are great fun though. Lastly there are busses. Busses are slow and uncomfortable and take an age to get anywhere. They are cheap though.
I’ve also spent more time than usual simply walking places. I like walking, it gives me chance to listen to books on Audible and enjoy the scenery.
Anyhoo, lol, In the little time I have had spare, I have managed to get a little bit of work done on Flappy-vaders. Let’s dive into what’s been done since the last update, without further ado.
Reviewing Phase 1 Trello Cards
In the last Game Progress Update, I finished with one remaining card on the Trello “In progress” column. That was to review all the cards which had been completed and moved to the “Under review” column for evaluation.
The one solitary benefit of my girlfriend being in hospital was that I got to spend a few hours sitting in a waiting room playing Flappy-vaders and working my way through the cards on the column.
I won’t list the individual cards here, as I think that would be a little dull tbh. But feel free to check out the Trello board >here< and see for yourself.
The only ones I couldn’t verify were the ones which involved unlocking and using the boosts. As I was away from the computer and playing the compiled version on my phone, I couldn’t simply add more coins to my total so I could play it.
Planning Phase 2
I have also managed to get some work done on the planning for the difficulty increases as the player proceeds with the game. I’m already thinking 1000 coins is too much for the boost unlocks.
I’m planning on increasing the difficulty and reward for the daily missions as the player progresses through them. For example, the player would need to complete “Travel 25 distance” mission maybe two or three times, before the distance increases to 50 and the reward gets doubled as well.
I’d also quite like to tweak some of the trophy values. They have all been tested now, and the harder ones need to be made a little tougher.
And lastly I would like to at least double the number of zones, with new patterns for the obstacles and enemies.
That’s all for this week
I’m happy to announce that my girlfriend was discharged from hospital after a couple of nights stay. She’s not a hundred percent better yet, but I’m glad she’s home.
Work on the game will proceed as normal next time round hopefully, as I feel I have had more than my fair share of bad luck and interruptions.
In the next update I will attempt to look more deeply into the promotional strategy I will be using for the game, as well as trying to get on with making the Phase two changes to the gameplay.