v0.1.01 Done


Probably a strange milestone to mark, but there has been so much added to the app since v0.1 that it’s quite a big shift.

I finished the first version of the Tournament Intro Sequence on Saturday, and I’m really quite pleased with it. Of course, it will be a billion times better when all the other players have proper images – as opposed to black silhouettes (against a dark purple background) – but it’s still pretty slick.

I’ve started identifying rendering issues, with the rendering delay being readout to the screen when in “debug onscreen” mode. It shows quite a rapid decrease in frame rate as the general menu goes on. It’s strange, I thought that programmatically reducing the rate when render times are being missed would lower the strain on the CPU, since it’s (supposedly) not processing frames that will never get shown, but it doesn’t seem to be the case: Whenever I reset the frame rate to the max. rate, everything seems a lot smoother, despite processing many frames that never get rendered.

I think I need to rethink that strategy. I am not making the processing overheads savings that I thought I would.

What else? Really pleased with the sound effects and everything. Overall, it really does feel decent.

Now, to the “crash back down to Earth bit”. To summarise what remains before v1.0 is ready to go, in no particular order:

  • Graphics
    • Tourney Org logos, Gym logos, “Badges”
  • Tourney Intro v1.1
    • With “Badges”, Extra Info, possible white borders around players etc.
    • Re-order player names at start, in order of decreasing importance
  • AI
    • Initial pathways, method of choosing intelligently, considering resting in context etc.
  • Finish off Option Map v1.0
  • Rendering issues
    • Solve the render delay time “improved efficiency” failure, look into imageJump (making sure we do attempt to reset it at the right time) etc.
  • Sponsors
    • Implement proper logic in offering deals
    • Get proper text in from the sponsors themselves
  • Move Sequences
    • Including other sequences, like win/loss reaction, promotion etc.
    • I’ve got a plan, just need to get the final pieces in place and then implement it!
  • Red Button Menu
    • Need proper background (moving?) and to flesh out the current menu screens
    • Need to start recording matches in order to play them back here
  • Player Profile Images
    • Probably will need a Kickstarter campaign for this
  • Backup/Restore game
  • Credits/Permissions
  • Get sound effects in move sequences, working from assets (not just SD card)
  • Implement double tap to scroll etc.
  • Redesign Gym Chooser screen
  • Finish off all coach’s advice
    • And the infoPanes for swipe-to-skip, double tap, tapout and null press
  • BUGS
    • “Freezing” bug at start of new match, usually second match for P1 in tournament
      • Triple tap still works, so not a “proper” freeze
      • Debug what is happening in the onTouchListener()
    • Starting matches with someone else’s depleted energy
    • Point scoring clash with coach’s advice infoPane
    • Removing player as champion from a belt rank he’s just been promoted from causes murder
    • Fix scrolling in All Retired Players screen
    • roundDoubleToXDecimalPlaces() does not work for zero places
    • Multiple instances of the same skill improvements during tournaments where you play certain matches and skip others
    • Remove flicker after enforced counter in explore mode
    • Need to generate special skills for “top up” players?
    • What happens if you challenge a player when all challenge match spots are full?

I’ve probably missed some stuff out, but that will do for now.

Definitely close to finishing this thing! I mean, it may take fucking months, but that’s still very close in comparison to the years I’ve put in (I believe the idea of option maps and all that first popped into my head in 2008…)

Ta ta for now.




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