The one year game develpoment duel



Slow and Steady

This post is a status update, which is how I track progress specific to my game. Check out my timeline to see what I've recently accomplished.

    Key Events
  • Multiple Attack Support
  • Intro Movie Update
  • New Characters Animated

I’ve been able to get a bunch done in the last month and I’m getting closer and closer to my short-term goal of having a playable first 4 levels. This update includes new character animations, new attack icons, an updated character select screen, intro movie updates, and pinch/zoom functionality.

Character Updates

I’d like to introduce you to two new characters that are fully animated and now in the game. The first is the barbarian warrior, a giant of a man who hails from the northland and loves to dish out damage.

And in the right corner we have the halfman, a creature controlled by evil wizardry who cares for nothing other than death and destruction.

There were also some cosmetic fixes and new attack animations added to the previous characters that you’ve seen in-game.

More Attacks

Before this update a character could only perform a single base attack. Characters will all have multiple attack options and I’ve just added the ability for a character to perform those different attacks. As you can see in the demo below, the Guardian Knight’s various attack icons pop up after the initial attack icon is clicked. Let’s click on double attack and see what happens.

Right now I have things set up so that attacks only show when they’ve been unlocked in the character selection screen. I don’t yet know the details of how the attacks work, how much damage they do, etc., but I can experiment with all that now that the icons and animations are in there.

Intro Movie

Brian Campbell has been reworking the intro movie and it’s already looking a lot better than my original attempts.

Some great news on the video front is that I figured out a way to just play the .mov video in the game rather than programming the cut scenes. This is going to save me a ton of time, something I’m already short on.


While testing the game on my iPad and iPhone I noticed that sometimes the screen felt a bit too small. On a whim I thought I’d quickly add the ability to tap to zoom and pinch/zoom. Little did I know that this would become a huge pain in the ass and that there was no type of functionality built into Corona. I’ll save you the details, but zoom functionality is now working after a few days of re-learning eighth grade math and banging my head against the wall.


This whole game thing is taking a lot longer than I’d expected, but I’m definitely continuing to make progress. I wish I could give better estimates as to how much more time it’s going to take before I have a playable version of the first 4 levels, but it seems there is always something else to add, test or debug. While I can’t make any promises to how long it’ll take, I can promise I’ll keep hammering away.

Speak Freely

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