Posted April 12, 2018 by RobodudeGames
This session's progress tackled several hurdles between me and getting this onto the android. I also added another map and make some minor adjustments.
There are still a few more adjustments I need to check before I will put that up. By default the program asks for a bunch of permissions it doesn't need, even down to asking if it can make outgoing calls. I need to adjust that, but I'm running into a hardware issue where my phone's charge port is old and tired and lacks the will to give me a stable connection to my PC, so I can't use my game design program, Unity, to test the game on my phone. I need to build the whole thing and download it to my phone every time I want to check something. Fortunately, my device is insured, I have put in a request for a replacement and it should be here tomorrow. Further work on the Android version will be halted until it arrives. I feel like I've already gotten through most of the difficult part of putting it on Android and once I am able to return to it, it should only take one session. I can get it to run on my phone, I have a camera for it which I expect will work, but testing on the phone is just costs too much time for now.
The new level is twice as long as the first two. It also includes a few entirely blockable routes. The AI seems to struggle to get going in that one, I feel like one solution to better balance it would be to add an extra resource node to the enemy side if you are playing single player. Ideally, I suppose it would be best to split up the single player and multiplayer maps. I think a worthy goal is to shoot for 3 or 4 balanced versus maps and no less than a dozen single player maps to work your way through. That would give me an opportunity to put in some narrative.
Narrative is yet vague.