A couple of weeks ago I set myself a target of getting my first build out by the end of the month. Well, the month end is looming and I think I need to review that target. So what’s changed?
Well, first of all I’ve had a look at the name and changed it to just be “Flip!”. Homogeneity proper will come some other time, so Flip! will end up being the first app deployed to the Market. Speaking of such deployment, that isn’t going to happen by the end of the month. I just don’t have enough spare time at the moment to focus on app development and I don’t want to release something that’s utterly flawed. Limited is fine, as I’ve got no issues with pushing something out that’s going to need some polishing later. I intend to release the first version with some art assets that may be subject to future change, but the app must work and have the basic structure stable.
What I am getting done by the end of the month is the first set of alpha testing. The game works, and has content, so I’ve pushed it to my flatmate’s tablet and my phone to test it. This means I’ve already hit tablet support, so one goal checked off. I’ve also gotten score recording wrapped up (not really hard to do tbh) and the extensible game engine built. So, what’s left to go before I get a market release done? Other than fixing any bugs that are thrown up or taking on board any suggestions for refinements from my testing, I need to do the following.
- Generate some consistent artwork and make sure it’s not too big!
- Sort out performance issues on low end devices
- Implement Admob
- Implement Analytics
- A few UI tweaks
- Make sure the application lifecycle is correct
After the release I can do a bit of re-factoring before I add new features.