My PokémonGo quest #13

After the events on November things are a bit boring again… the changes that introduced daily “appointment” mechanics for captures and pokestops have kept me playing in order for not breaking the daily streaks, but the lack of rare catches and the monotony of the game leave only my completionist desire as the driving force to continue grinding endlessly. Even with all the new xp bonuses I barely managed to get to Level 22.

 

 

R.I.P. Ananias

ananias

This week a plane carrying the full Chapecoense football club from Brazil, crashed near my home town.

Here’a video with some of the greatest moments of Ananias, one of its key forwards

Ananias Roguelike 1.78 released. Bigger rooms, more animations, keyboard commands and more!

Another awesome update is available! This one was delayed a bit by issues with my main dev macbook laptop, which decided to stop working properly and I haven’t been able to fix completely even after using all the spells I know. At least I now have a legit excuse for not releasing the iOS version🙂

I also did an initial full pixel-art version of the new trailer, since my macbook is no longer operational (I’m not even sure the current work on the trailer is safe), that will take a little bit more.

I intend again for this version to be the final way feature wise for the release on iOS and Steam. But that doesn’t mean much… I have had the same intent for about a year.

Check the full changes log below!

entrance

The entrance to the Temple of Ananias

 

test

Bigger rooms

 

password2

Resetting password via email

 

User Experience

  • Animation for player!
  • Add dungeon entrance
  • Make monsters and player shake when hit
  • Replace integrity with description for weapons and armor
  • Allow moving by tapping any floor tile
  • Allow switching weapons using Tab
  • Allow throwing items with keyboard (“T”)
  • Allow switching targets (Tab) and confirming (Enter) or cancelling actions(Esc) with keyboard.
  • Reduce 1 minute of dungeon silence

Online

  • Allow recovering password via email

Gameplay

  • Implement two handed weapons (Can’t wear shield at the same time)
  • Add two handed bonus for some weapons. (Staffs, spears, etc)
  • Increase size of rooms
  • Generate rocks and reagents as a separate item group (more reagents to play with)
  • Multiple types of room per level
  • Remove “No spells used” Conduct when using a scroll
  • Remove “Could use carbine” “skill”
  • Make altars and wells not block ranged attacks

Fixes

  • Always hit with melee wands if wand expert
  • Invisible invisible player sprite
  • Enemy attack check for required min range
  • Tweaks on 2.5D walls generation.
  • Add new monster images on manual
  • Fix issue with boots ground sprites

Slashware Battlestations

SZDev01 – White Knight

The original battlestation of the ancient era; it was abandoned after more than 10 years of service, its initial white appearance already dimmed into a yellowish hue.

  • Year: 1993
  • Build: Custom PC Clone
  • Processor: Intel 486
  • RAM: 8MB
  • Storage: 80MB
  • Type: Desktop
  • Pilots: Slash
  • Status: Lost
  • OS: DOS 6.1

SZDev02

Acquired by Slash with his initial earnings as a junior software developer, it was a huge upgrade compared to the 10 years old White Knight. It was used to developed the first batch of roguelikes in Java.

  • Year: 2003
  • Build: Custom PC Clone
  • Type: Desktop
  • Pilots: Slash
  • Status: Decomissioned
  • OS: Windows XP

SWBS01

The station used to establish the first Slashware fortress. Some more roguelikes and also Pixal saw a lot of development on this machine, it was already near its end of life when the marble halls were inaugurated.

  • Year: 2006
  • Build: Custom PC Clone
  • Type: Desktop
  • Pilots: Slash
  • Status: Decomissioned
  • OS: Windows XP, Ubuntu

SWBS02 – Greyhound

The oldest battlestation which remains still operational, it was originally used by slash while acting as knight of the orange circle, leading a development team on NetSac.  It came bundled with a nasty virus called Windows Vista, but its software was then cleansed for good. This was the main battlestation for Kram during the times of the slashwareknights.

  • Year: 2008
  • Build: HP
  • Type: Laptop
  • Pilots: Slash, Kram
  • Status: In reserve.
  • OS: Windows Vista, Ubuntu

SWBS03 – Necktie

The first hardware acquired for the failed plans for the expansion of the slashware fortress. It was used almost exclusively to develop business software including Quadrigan and BPX. Although no longer part of the Slashware fleet, it’s still active and keeps being piloted by Straust to these days.

  • Year: 2012
  • Build: Custom PC Clone
  • Type: Desktop
  • Pilots: Straust
  • Status: Sold
  • OS: Windows 7

SWBS04 – Fishing Rod

Also acquired for the first Slashware Fortress. Unlike the Necktie, it was acquired mainly to pursue the second objective: game development. It fulfilled its mission covering the required evolutionary steps of failed advergaming, educational and freemium games, leaving lessons by the end of the Slashware Fortress era.

  • Year: 2012
  • Build: Custom PC Clone
  • Type: Desktop
  • Pilots: Axel, Slash
  • Status: Damaged, active
  • OS: Windows 7

SWBS05 – Shiny Falchion

Acquired mainly to pursue the development of iOS games. It’s slash’s current battlestation.

  • Year: 2013
  • Build: Macbook Pro
  • Pilots: Slash
  • Status: Damaged on battle
  • OS: None

Enhanced process for hybrid apps

Some months ago I wrote about the pain that it was to create a new build, I’d like to update that with my current setup which is much better tho not still super optimal.

I have reduced the manual steps prone to failure as well as the bandwidth cost. The release and announcement part is still manual tho, so I still don’t to release for all platforms and forget to announce thru all channels.

The cocoon.io parts have been removed in favor of a pure Cordova/Crosswalk approach, which have made possible lots of automatisation.

Still, what takes more time is the manual process to be done for each different storefront via its own web interface. Each one requires different info, and all uploads have to be started and monitored manually. It’s pretty uncommon for a store to supply a command line tool.

This is the current process executed for each new release of Ananias:

Packaging

  • Mark the new version in the source code (client and server)
  • Execute the packaging script for each platform, it does the following:
    • Generate a new JS bundle using browserify
    • Generate the player’s manual
    • Copy the required assets based on the platform
    • Do platform specific things like using cordova/crosswalk, nw.js, signing and zipaligning APKs, etc.
    • These are currently shell scripts, no fancy gulp or grunt for now
  • Rename and zip the executable packages for Windows, Mac and Linux (Should add this to the script)
  • Execute the cordova build for iOS
  • Build changes log from git commit messages

Distribution

  • Upload new build to web (ananiasgame.com/play) (About 15MB) (Only Standard edition)
  • Deploy new server version and restart (About 1MB) (including executing migration database scripts)
  • Upload to itch.io via web interface (About 200MB )
  • Sign in to google play developers console
  • Summarize change log for Google Play
  • Upload both x86 and arm APKs (About 100 MB)
  • Upload both APKs to Amazon via web interface (About 100MB)
  • Upload to indiegamestand via web interface (About 200MB)
  • Upload to gamejolt via web interface (About 200MB) (Only Standard Edition)
  • Upload to IndieDB via web interface (About 200MB) (Only Standard Edition)
  • Open xcarchive in xcode organizer
  • Submit package to App Store
  • Wait for processing
  • Go to iTunes Connect
  • Go to Testflight / External Testing
  • Select new build to test
  • Wait for beta review
  • Go back to Testflight / External Testing
  • Set the new build as active.

The process should be executed twice, once for the Standard Edition and then again for the Fellowship edition.

The dream of having a single web endpoint, and have all the clients deal with the updating is still far from happening.

 

My Pokemon Go Quest, Update 12

It’s been over a month since the last update; for the most part it had been a booooring month with little to talk about… I was about to give up in my quest, however by the end of October and start of November things started getting interesting again….

The halloween event brought lots of additional candy and creepy Pokemon…

And recent changes in the game have put some fresh air into the experience, you now get a lot of items on your first pokestop, lots of XP on your first catch and the game keeps track of your daily engagement.

 

Leveling up after Level 20 is hard… it took a couple of Lucky eggs and a whole month to get to Level 21!

  • New caught pokemon: Onyx
  • New pokemon via evolution: Butterfree, Victreebel, Polywhirl, Primeape, Gengar, Haunter, Golduck, Rapidash, Tentacruel, Marowak
  • Collecting a lot of nidorano and nidorana candy for Nidoking and Nidoqueen
  • I’m level 21 now, 73.5 km walked, 87/99 pokemon

Ananias 1.77 released – Animations for monsters, portrait mode back

The changelog may look small, but a lot of work went into this one. I decided to jump into it, put on the pixel artist hat and make the animations for monsters myself… the game looks much more alive now! The last version was also a bit too easy, so I had to address that. Finally, attack spells are much much cheaper now, so I hope the magic-user classes are more powerful now.

nov-07-2016-0227

Another visible change is the return of the “Portrait” mode for mobile, it seems a lot of people liked it, since it allows seeing the map and the object inspector all the time, and it can be used with a single hand. I still like more the more compact Chibi UI, but I understand it’s a valid choice if your screen is big enough!

screen-shot-2016-11-07-at-1-17-13-pm

 

Gameplay

  • Reduce MP costs for spells GREATLY.
  • Remove intrinsic “noise” penalty for Paladin and Barbarian
  • Reduce chance of enemies alerting nearby monsters
  • Reduce strength of alerts by enemies (their cries for help now reach less rooms)
  • Increase HP for deep enemies and bosses
  • Add more enemies per floor on deep floors

User Experience

  • Idle animations for all enemies and monsters!
  • Added back portrait mode for mobile

Bugfixes

  • Fix crash when using brewed potions while hallucinating
  • Fix issue with some actions breaking the flow when on chemistry mode

Steam and iOS versions

I keep shortening the list in order to make this happen more quickly. Right now it’s down to two items:

  • Idle animation for player. This isn’t simple since it requires building the animation frames dynamically based on what the player is wearing.
  • A new trailer, I will remove the animation sequence and replace it all with pixel art footage from the game.

Merchandise

Production of Dumeril statues and the new t-shirts is still halted. I haven’t been able to push neither of these forward, I’m investing whatever little time I have directly into the game development.