Back to the updates...
Well, we've been horribly quiet for a while now - sorry about that. But, now it's time to start teasing the next release :-)
I mentioned in a previous update that we were having to redo the entire menu system. Problem was, it was too keyboard / mouse centric, which if funny considering the first platform it shipped on was Ouya, a Joystick centric platform.
The biggest problems:
- It didn't expand well. Adding more and more level packs over time was going to make for an ugly mess.
- It didn't do mobile well. And, well, that's part of the additional targets for the next release.
- Information density was bad. I wanted just a bit more room for information about the level packs.
- The font. The font that was being used was nice, but it never felt quit right, and it didn't pack enough info into a small enough space and still remain clear.
This is the first of a dribble of updates on the stuff we're doing for the next update - we'll be releasing more on a weekly or bi-weekly basis. Some things don't translate well to updates, of course - for instance, the code base for both Red and Jumpman is now unified, allowing us to pull of something I mentioned as a Kickstarter stretch goal (I'll not reveal what it is until we release an update to utilize it ;-). That doesn't make for much of an update.
There's quite a bit going on with the next build, and hopefully it's all stuff everyone finds to be positive changes! It also set up for even better levels down the road, cooler tricks, all sorts of fun stuff to be revealed over the course of the updates. (We've got an internal roadmap that covers updates up to 2.0, and some "plot" ideas beyond that.)
Oh, and for those who notice: Yes, "Lunar Surface" and "The Amira Prime" are the next two level sets, for Jumpman and Red respectively. Both of them let us cover new territory, with new hazards in the environment for players to deal with :-)
So, where the hell have we been?
For the most part, "we" as the moment is actually "I" - most of the work is being done by me at the moment. So, there's that slowdown.
But, something worse happened - with the budget on the project blown a bit, I went out and quoted some projects. I was working half-days on Jumpman Forever for a bit, then three of them landed. No problem, they all have separate timelines that don't overlap. Until they got moved around, and suddenly everything was on top of each other.
I'll post an update with the first of those projects (something rather simple in most respects), just for the heck of it.
Meanwhile, now that things have calmed down considerably, it's back to building up the next Jumpman Forever version - hopefully, the last "long update period" for the next two years (since I don't plan on completely re-doing the UI again, for instance! :-)
Davis Ray Sickmon, Jr