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Dec 11, 2008 at 10:39 am by Jay
Things are moving along quite smoothly for Zep's Dreamland iPhone. While "iPhone" isn't technically part of the official name of the game, I need something to differentiate it from Zep's Dreamland Original. In any case, most of the game coding has been buttoned up. All the odds and ends are now put in place, save possibly one or two minor additions. All of my efforts are now going into new level creation, specifically for the iPhone version of the game.

Level creation is one of the most interesting, yet taxing processes. Working on levels this time around immediately reminded me of the days when I was creating the original levels for the game's release. I was hoping to pump out 100 or more levels for Zep's Original, but that didn't happen. I missed my target by about 60 or so odd levels. I made up for that, slightly, with the release of an additional level pack. This time around I had a pretty good idea of just how long it takes to create levels. I also have a pretty good idea of how quickly level design burnout kicks in. With that knowledge and experience I set my goal to something much more appropriate this time around. During the process of level creation I've been finding various little bugs here and there. Most of them manifest themselves when I try to do something that I haven't tried before in a level. I find it amazing that there are things I have never tried in the original set of levels!

Aside from level creation, I've also been doing paperwork and form-filling related stuff required for getting an app up on the app store. I'm still waiting on a few things in that regard. It could be a while before it's all settled. Most likely, I should have begun that process a lot sooner than I had.

Sorry, no release date yet! There's still a bit of work to do.

posted in Zep's Dreamland

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