Sunday, December 12, 2010

New Release of Claustrum avaliable in the market

I just published a new version of Claustrum to the Android Market. Unfortunately I could not update the old version because I lost my keystore as mentioned before. But it is time to make the change from "Lite" to "Full" anyway. I updated the description of "Claustrum Lite" to suggest getting the new version, but that isn't seen as an update to existing users. I really wish there was some way I could get a message out to my existing users. They are what make this fun!

I welcome any feedback, I am already making more improvements and features.

Thursday, December 9, 2010

Making Progress

Development is going good this week. I still haven't implemented the local high score database, but put half of the structure for it into the game, and should have it done by tonight. The first world has just the basic ball as the main enemy, and 4 maps are designed for it. Graphics still need some improvement, but some of those can come incrementally after a release. So I am on schedule for a release this weekend. Look for "Claustrum" the non-lite version to hit the market soon!

Right now all my menus are very basic button driven menus with no background graphics. My original intention was simply to keep the graphics from detracting from the game, since that is my biggest weakness. But now I think it is time to attack that and try to use the graphics to add a little personality!

Tuesday, December 7, 2010


I lost my keystore! I think that means I can't make any updates to Claustrum Lite. So the next "update" will have to be a new program. I am going to see if there is anything I can do to push the new version to existing users, but I am not sure if I can.

Perhaps this will just be the jump to the non-lite version of "Claustrum". But I don't want to make a new program and start my review and download counter over without having all the 1.0 features, because you will get negative reviews for a lack of them! This means at a minimum having local High Scores. I think I can get that done pretty quick now that I have gotten a little further along with my overall design.

So I probably still can get a new release out this week with local high scores and a view into the expanded layout with the first world available and a few maps on it.

Sunday, December 5, 2010

Back on Task

After a very long layoff from doing any Game development, I am back at it. I missed it while I was away, and jumped straight back into Claustrum this weekend. Most of my effort was to clean up and organize my code better, but I also started changing the design to allow for my plans for the future.

Right now Claustrum gets very tedious as you progress because the enemy speeds up and you are forced to capture very small areas, build a trap, and be patient. It would play better if difficulity increased in multiple ways, not just incrementally faster opponents. I am going to add a time bonus to counter the advantage of building a small trap, and waiting; and more maps and setups to force different strategies.

And not just more maps, whole new worlds. Each world will consist of different monsters, and each map on a world will have different number of monsters, different layouts, border monsters, and other surprises.

Watch for new updates coming soon!