
There's a saying that the last 10% of game development takes 90% of the time.
Perhaps that saying originated somewhere else and applies to many creative ventures, but it's certainly true for High Five Frenzy!
As an example, here's a short list of things worked on this week:
None of these items were particularity hard (read below about wi-fi matching) but they just take time. And inevitably, working on those items added more items to the list of things to do.
For me, the most interesting problem on the list is that of wi-fi matching. In a nut shell, if two people searched for wi-fi games within one second of each other, they wouldn't pair up together. This became a chicken and egg problem but I think we've gotten past it. If you're one of the 2.5% of people who find those kind of details interesting, let me know and I'll go through each bit of the problem and solution in painstaking detail!
Finally, we now have a target launch window! If everything goes as planned, we should be live on both Android and iOS by April 6th!
We couldn't be doing this without everyone's continued support, so thank you!
-The Team
Perhaps that saying originated somewhere else and applies to many creative ventures, but it's certainly true for High Five Frenzy!
As an example, here's a short list of things worked on this week:
- Implementing Power ups
- Addressing issues with wi-fi matching
- Art issues when using custom skins
- Fixing the tutorial path
- Server script updates
- Particle effect updates
None of these items were particularity hard (read below about wi-fi matching) but they just take time. And inevitably, working on those items added more items to the list of things to do.
For me, the most interesting problem on the list is that of wi-fi matching. In a nut shell, if two people searched for wi-fi games within one second of each other, they wouldn't pair up together. This became a chicken and egg problem but I think we've gotten past it. If you're one of the 2.5% of people who find those kind of details interesting, let me know and I'll go through each bit of the problem and solution in painstaking detail!
Finally, we now have a target launch window! If everything goes as planned, we should be live on both Android and iOS by April 6th!
We couldn't be doing this without everyone's continued support, so thank you!
-The Team