http://scienceblogs.com/pharyngula/2009/04/there_are_never_enough_cartoon.php
Space Squid has been sitting on FlashGameLicense.com for a week now, and it’s been viewed by publishers 6 times.
- Redesigning the menu from scratch with better readable fonts.
- Make or find new vector keyboard icons – the current ones are crap.
- Add spacebar to the controls list.
- Take a suite of screenshots and work on a solid game description.
- Return the destroy-menu code and implement the new focus code (stage.focus=this; – argh I wish I knew it was this simple! I think everyone that was trying to help me with the two-clicks-required-bug were overlooking the obvious and trying to think of what the larger problem was)
- Redesign or recolor the cyan bounding box for the fishtank
- Change the color of the boost bar – because yellow doesn’t appear anywhere else in the game
- Try a few color changes for the “Level/Score” display on the Hud.
- Get stroke working on the countdown timer and score results so they better stand out from the background.
- Fix the text input boxes on the main menu so they don’t act and look retarded
- “Anonymous” shouldn’t get the score details in the victory/gameover boxes.
- Put a border on the game so the squid doesn’t fly off the screen and clip mysteriously
- Finalize the highscore display and get it formatted nicely on the page
- The victory/gameover boxes should appear on top of the obstacles and water, for clarity
- Add descriptions for all the play modes (maybe popup?)
- Make the website not scroll on a standard resolution such as my laptop
- Shop the game around in a mass-email spam
- Throw a launch party. Considering it’s 4 days away that’s probably not going to end up being too big. I really should plan it out better.
Another late-night update brings us up to build 44 – nothing amazingly special this time. I figure as these last few days of April tick by the updates will become more and more inane :)
- Sitelocking enabled; you won’t be able to run the SWF on your local machine (or upload it to a shady site!)
- After days of headaches I was finally able to fix the keyboard losing focus bug. It ended up being the “Play Now” button that was getting focus, and when I destroyed it on level creation (just trying to be tidy!) it destroyed the focus with it. I’m pretty sure this is not standard flash behaviour, but there you have it! My workaround was to make the PlayNow button invisible instead of removing it altogether.
- Cookies! The game now remembers your name from site visit to site visit.
- I would totally have a preloader in place – if only I were to put MochiAds in. The only working example I could find for a FlexSDK v3 preloader relies on it. :/ I’ll find something eventually.
I have a super amazing build (number 43) and it totally would have blown your socks of if only Aubrey didn’t launch the new website!
- Giving you score stats inside the GameOver/Victory box at the end of each round. I think this actually adds a lot of depth to the game.
- Some minor graphical improvements (making fonts more legible mainly)
- A new instructions page with some details on the “world” scoring mechanism
- Made the endgame boxes interactable with the squid again (and slightly smaller)
- A bunch of small tweaks here and there that don’t affect gameplay (and thus the highscores)
- Figure out how to save the username/world in a cookie so you don’t have to type it every time
- Get my domain-lock security in place. It worked once, just have to get it working again…
- Solve the damned “have to click twice” game-loses-focus bug. I posted a help request for it at StackOverflow.com, if you want to help me out you can earn some karma points. :)
- A loading page! The game is 182Kb and it takes a while to load now.
Build 42 isn’t a gigantic improvement. I’ve just added instancing for the high score tables! This update makes such big sweeping changes to the high score API that I decided to turn off score submitting for earlier versions.
I liked the gameplay of those asteroids-in-the-sky so much I made a whole new level out of it!
- Normal hasn’t changed from Easy – it’s the same, easy to control, solid victory conditions game that you know and love.
- Pro hasn’t changed from Hard except for the graphics – the boulders that hover in the air are now alien spaceships.
- Aliens! is a brand new game mode where you get as many points as you can in 120 seconds! Because of the scoring mechanism that probably means grabbing as many stars as you can. There’s no way to lose (except leaving the arena), and running out of time will win you the game. Changing levels just alters the semi-random layout of the spaceships/stars.
1,408 rows deleted. That’s a lot of high score entries! Thanks, guys. :) I can’t believe how much you’ve been plalying! I’ve reset the high score database to go along with this quite excellent new version. Let’s rack it back up again!
- I let squids continue to propel as long as their head is submerged – instead of going from the tip of the mantle. This basically means squids leap farther out of the water, making acrobatics much more fun!
- I apply the turning force at a much larger angle now, so it’s harder to do the “hover cheat” while increasing your turning responsiveness.
- I put motors in the squid tentacles that auto-seek a straight angle. This will help your limbs from getting tangled up. The motor is only on the head-to-tentacle joint, and I don’t have one in the secondary joints yet so they might still tangle a little if you turn really fast.
- The squid can no longer touch himself – so his legs won’t tangle in each other. This small change ended up increasing framerates quite a bit!
- Played a bit with micro-changes to water viscoscity and gravity.
- Removed the extra objects altogether in the later levels – they now only show up at the tail end of level 18, 19, and 20. Things were just getting too busy and processors were melting. :)
- Level 1/2/3, 9/10/11, and 18/19/20 are all “theme” levels now. They only produce one type of obstacle.
- Reduced the sizes of all the obstacles.
- Made the sinking depth of the Space Urchin much more random (they were sticking a bit too close to the surface)
- Updated the main menu with controls, story, and a scoring overview. Be prepared, the story is one of ultimate seriousness.
- In hard mode, all rocks are static objects that get in your way – and should only appear in or near the air (with a random size as well).
- In hard mode, all the stars appear in or near the air.
- Stars now appear 100->350 pixels away from the previous star. No more overlapping double-grabs, and no more traversing to the far end of the screen.. but still close enough that you can still make multiple grabs in single jumps. Thanks to pythagoras for this one (and Aubrey for suggesting it).
- Pause screen (spacebar) and ability to return to the main menu.
- Made the GameOver/Victory boxes not intersect with the level objects, so you can still play in the background after the round has ended.
- Boost now requires a tap instead of holding – this helps prevent you from burning through it too quickly. I’m not sure if I like this change and might revert it.
- Made squid joints more robust (again).
- Made easy-mode squid a bit smaller and lighter (faster).
- Thanks to John Hughes @ Twune.com, Space Squid now has music. Hooray! It’s a nice mellow tune to chill out to with underwater vibes. I’ll have a mute button shortly if you prefer to listen to your own tracks while squidding.
- I actually playtested this version so I know all the levels are possible. ;)
- A bunch of other random small changes here and there.
Made a few changes – mostly graphical – but I did reduce some of the objects that fall in the later levels. Some slower PCs couldn’t handle it :(
Well, that was quick! Here I was pouting because I couldn’t decide what to do… And a few hours after posting a to-do list I have a brand new build on the burner. Let’s all say hello to build 38! (You can play on the official Space Squid website)
- Created Hard Mode! Hard mode significantly reduces the amount of time you have to defeat each level; it makes your squid smaller, lighter, and faster; it reduces your boost capacity and refill rate; and it makes all the obstacles about 10% bigger than easy mode. If you find Easy Mode a bit too sluggish and want a challenge, Hard Mode will feel like a sports car… that falls apart very easily. :)
- Easy mode now has a squid that is 40% larger than Hard Mode and around 20% slower. This should make the squid feel like a “minivan” that is much easier to control and learn the ropes with.
- Reduced the number of levels to 20 (from 30). This ramps up the difficulty quite a bit faster – and counting both modes there’s technically a total of 40 levels now.
- Reduced the number of items that fall on your head in the later levels to increase framerates.
- Made levels 1-5 have 5 stars.
- Levels 1 through 3 have solitary obstacle types to introduce you to how each one works.
- Added new GameOver and Victory boxes.
- Found a new font to work with for the game and website – one that’s legible!
- Added a “Galactic Premonition” (purple blob) that indicates where the next star will be. This will eliminate some of the random guess work and really let you fly with your squid.
- Added more sounds.
- Changed boost to the Shift key – now you won’t have Mac compatibility issues. :)
- Touched up a few graphics here and there.
Just under a month ago I stated I would have this game done and released by May 1st. I still plan on having it complete by this date, and I am very, very proud of how far I’ve come so far. I have to say I’m a fairly amazing guy for learning Flash, Flex, OOP, graphics, and input devices – and making a game – all in a single month! We should all celebrate my genius. Feel free to name your babies after me.
- I have to ramp up the difficulty faster so the early levels aren’t as boring. This will eliminate the casual player base – so I’m thinking I’ll have to add a “Hard Mode” to the main menu. My first instinct is to simply make the timer 4 seconds per star right from the get-go; maybe that’s too harsh. I’ll have to test it out.
- I will have to place a bunch more sounds in the game – grab-star, victory, game over, loss of limb, reset, and boost. Maybe a few more but that sounds like a nice set.
- Settle on a font to use in-game and use flash’s text rendering to put a stroke on it to help it stand out. The current font gets too narrow at points and makes it nearly unreadable.
- Add some random fun-facts about squids in the victory message.
- Add the top-secret “Game Over” object
- Clean up the “fishtank” graphic around the border – it looks like a series of rectangles right now, for some reason.
- Straighten out some of the mantle edges on the squid graphic – when twisting in certain ways he has sharp edges.
- Change up the squid graphic on the menu to be an identical copy of one in-game. Flash’s sprite compiling tool will nicely solve this.
- Make a Mac version that correctly labels the CTRL key as the Command key on the main menu.
- Implement some real music (see below for more on that). Right now the game streams in some copywritten music but doesn’t actually play it (for legal reasons), so at least I know the technology works. :)
- Do up a proper website for the game complete with integrated high scores.
- Once the SQL queries are settled on for the high score tables, port them directly into the game.
- Depending on who (if anyone) accepts the sponsorship, might need to work 3rd party API stuff into the game.
- Throw a release party.

