Developer Diary
Updated 05/20/2010
Here is a brief changelog of whats coming so far in v1.2:
- New mission!!.
- Increased in game button size on the iPad version to 72×72 pixels.
- Increased font size of mission briefing text for the iPad version by 35%.
- Adjusted mipmap LOD bias for much faster rendering of large objects.
- Adjusted particle density and explosion billboard size for increased performance and more accurate scale.
- You can now engage your afterburner by pressing the acceleration icon when your ship is already at full speed.
- Adjusted the scale of shield hits to be more visible.
- Fixed accelerometer bug that caused the controls to go haywire when the device is calibrated facing up and you move the device where the screen faces down. The game can be played now at any orientation except sideways.
- Improved AI flee state.
- Adjusted particle density and explosion billboard size for increased performance and more accurate scale.
04/03/2010
After Black Space went into review I continued to put finishing touches on it. Here is a brief changelog of whats coming so far in v1.1:
- Fixed AI targeting bug that caused AI ships to fire infrequently on large targets
- Added a high res menu background for the iPad version
- Added a dead zone to the accelerometer to make flying easier.
- Repositioned buttons on the iPad version to accommodate more natural thumb placement.
- General code cleanup and optimization.
I won’t have my iPad until Monday
After I do testing on the actual device and see how Black Space runs on it I will update with any additional changes. I have some things in mind for future revisions that include the obvious things like additional missions, ships, weapons(yes missiles are coming, just didn’t have time to implement them before launch), and high res space backgrounds for the iPad compared to the 512×512 images currently used.