While swiping is still work in progress, we’ve now implemented a simple particle effect explosion when destroying crates or killing aliens.

A lot of work was poured into the swiping, but it’s a tricky thing to get perfected. I think back on the days of street fighter vs pretty much all the other fighting games. Street fighter is awesome in so many aspects, but what I really think they nailed was how fluid and simple the input was even with tolerance for some clumsy input.

Thus, while working on my swiping engine, I wanted to make sure the user to easily navigate through the game yet at the same time quickly swipe to change weapons and not feel frustrated of it not accepting the command.

Still have a little more bit of polishing, but on the phone platform swipes left or right will change the weapon. For some reason it’s not working on the web platform and I’ll have that fixed hopefully next release. Regardless, it was a fun weekend and I’m excited about all the forward momentum.


So now that world control is available, I’m focusing on user input enhance gameplay. Besides guiding the ship around there needs to be controls to enable firing or disable… perhaps for levels with shrapnel mine fields that you don’t want to pew pew cause they cause more harm then good or for other effects. I didn’t actually get much done the last week as I was on a cruise with the family. However, now that it’s over I’m fresh and pumped for more features. Soon, it will really be set to just crafting levels, optimizing and testing as much as possible.

Oh I almost forgot, I also got two immense 27″ monitors to support this project for multi-tasking. Having a multi-monitor setup at my 8 to 6 proves to be really effective for googling/coding/debugging and communication. I really wanted to go for a third monitor but with the limited real estate in NYC, I’m stuck with two for now.

Anyways, I’m hoping that I can soon wrap up my initial ideas on swiping and deploy another alpha release to demo my thoughts on how that will be utilized.