- Create the menu.
- Create icons and splash screens.
- Surf around for free music.
- Create or download some background images.
- Fix some bugs.
- I looked around and listened to some free music, and eventually settled on reggae. I downloaded, mastered and converted seven tunes to OGG/Vorbis.
- Improved music loading code.
- Downloaded some nice scenic photos, photoshopped them for left/right tiling and used them as background textures.
- Tweaked look and feel of iOS touch buttons.
- Fixed level 3 bug (camera sometimes moved above through the ceiling). Fixed door shadow bug in level 5 (door looked awkward with shadows). Added three levels, one of which was the crazy final level with some strange content. Added a couple of different turret enemy thingies on a couple of levels.
- Improved configuration for turrets.
- Added scaling when loading meshes.
- Added a nice "well done" thingie when the player completes a level.
- Added support for saving settings on iOS.
- Renamed the application (and all files within) from project name HeliForce to Downwash. Pretty easy to do using my neat Python script for cloning applications.
- Fixed native auto-rotation for iOS. Before (Kill Cutie) I had just rotated the camera, but I really wanted the nice frame and iOS feel. It was a bit fiddly supporting my home-brew rotation, iOS6 and iOS7. Keeping iOS stuff portable and flawless between the 6 and 7 doesn't seem easy if you're doing anything advanced with the UIKit. For portable games and simple apps it is pretty much a walk in the park though.
- Fixed volume settings. Before I'd just turned the volume way up, but as I started playing the game on all platforms, I realized I need to adjust the overall volume to get the sense of distance and direction I'm after. Also added support for setting the music and master volume individually.
- Fixed the joystick look, and adjusted the feel somewhat. Now it's pretty good in the iPad, but too small on the iPhone. I won't fix that.
- Fixed order of levels. The next level doesn't exactly start where the previous ends, but it's along those lines. A bit.
- Added better support for measuring in-game time. Before I only had support for measuring calendar time, but that is not very good when there is support for slow-mo as well as app moving to background.
- Added support for actuators which are very simple to configure. As an example I used one for a boat that bobs up and down in the water.
- Fixed a bug in the actuators which caused them to move in the opposite direction if they didn't have any dynamic parent (i.e. the world is the parent). ODE is a little bit strange in that respect.
- Added (nice) support for playing ambient sounds.
- Added support for spawning objects with an initial velocity.
- ... and a bunch of smaller stuff.
I feel that the engine is in a much better shape now than after Kill Cutie, and the support for adding simple content (without having to wrestle bugs) is a lot better. The engine is still lacking some nice rendering, but apart from that I could very easily do some physics sandbox games. But that wouldn't be a challenge, so I'm not doing that. But I should.