Posted August 03, 2021 by Marquis Kurt
#update #devlog #mobile #desktop #release
Hey everyone 👋🏻,
I hope you’ve all been enjoying the latest beta of The Costumemaster: Reloaded! I’ve been enjoying adding much polish to the game the past few days with the core experience almost complete.
To recap on what I’ve worked on recently:
armhf
and arm64
architectures.snap install costumemaster-reloaded
).UserDefaults
is now a singleton class that is universally accessible; this is a change on the developer side, so most players will not notice anything different.With these changes in mind, I’ve been working on polishing the game up more and getting ready to release a public stable version that everyone can play on Windows, macOS, and Linux, along with betas for a mobile version of the game. What I’ve been doing so far is:
tschmb_10
had a misaligned ~~1500-megawatt heavy-duty super-colliding~~ pressure carpet due to the child collision box being moved, but not the actual input. Additionally, on the macOS builds, players couldn’t use the controller due to the sandbox entitlements being misconfigured and not allowing access to USB or Bluetooth devices. Both of these issues have been fixed, but I plan to keep finding and resolving any issues like these.SaveUtils
class that provided functions to load and save states to a save file into a singleton like UserDefaults
, which cleans up the code a bit. I’m also making things clearer and easier to read as I go when necessary.There’s not much that needs to be done for the public stable release on desktops and the web, so I expect that I can release the game via Itch.io by mid-August. I do expect some hiccups here and there, namely pertaining to macOS since I’ll need to notarize the software (thankfully, Godot and Xcode 13 make this way easier than what happened with Unscripted thanks to Godot enabling code-signing and Xcode 13 introducing a new notarytool
that simplifies notarization quite a bit). Additionally, I might also experience issues with pushing the game to the Mac App Store, since that’s a different beast altogether (not to worry, however; I have a backup plan for this).
After releasing the game for the desktop, I plan to focus my attention to mobile versions of the game, starting with iOS. Ubuntu Touch has served well as a testing ground for me with a mobile version, and it seems to work well, especially with the new joypad (minus some visual glitches on older hardware); additionally, I’ve been testing on iOS with deploying local copies to my phone, and it works much more smoothly. The visual glitches there had been easily resolved with the upgrade to GLES3.
On that note, there are a couple of things I’d like to do for mobile:
I’m excited to get The Costumemaster: Reloaded up and running in the hands of many players, both current and potential!