Preparing to Launch!

Coming round to a final production release.  It has been a long road and lots of discoveries with a few frustrations thrown in too.  I have a stable version running, had to re-jig the code in places especially the scoreboard system. After eventually settling for a work around and then managing to cram Google Play Services into the mix too! I had to double down on the Log and see where I was ballooning in file size.

The obvious culprits have been textures. I have converted and compressed as many as possible and also re-exported the audio at half the size it was before as this was causing terrible lag on the main menu when loading and returning from any level.

This is the time where if you don’t go over everything with a fine tooth comb, it comes back to bite you in the bum.

Had a to have some time away for family life! Had new carpets installed throughout the house – nightmare! rooms with floor to ceiling stuff stacked in so tight… that has been stressful.

Back to the developing post haste! Been testing the Google Play Services to add achievements but no leaderboard (makes sense to just stick with one!).

That had it’s own complications – importing the Unity plugin and then realising the gradle build in Unity does not work well at all. Switched back to Internal build and voila! no problems so far, builds everytime and with a stable alpha release in the works – it feels good to say that I may actually pull off the release time/date I have in mind…

December 7th 2017!  Apparently Thursdays are the better day to launch an app giving yourself the weekend to see how people get on with the app.

Hopefully all going well – I will have a small media blitz and something on Facebook too.

Thanks for reading! Happy Holidays!


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