Hiccup
So it turns out the latest MegaCity update will remove level progress for existing players. Really sorry about this- I have no idea why this is happening, and it shouldn't be happening. I can only apologise for now.
If it's any consolation, this will probably be the last big update to MegaCity, so this shouldn't happen again.
New lick of paint for MegaCity (1.5 update)
I've been busy working to update MegaCity again. During the development process for it's sequel, I had several ideas for a new UI. It seemed a bit silly not to update the original game, so I did. While I was at it, I added some new buildings, new bug fixes, and among other new stuff an add-on shop where you can buy double XP mode or more challenges if you so wish. MegaCity is more polished than ever now!
Change log for 1.5:
-UI overhaul; useless vertical side counters have been replaced by more useful horizontal top counters (especially more useful in challenge mode).
-Added a visual display telling the player when the column will advance.
-Fixed a bug where sometimes the game did not detect the end of the level (when there are no more spaces).
-Added a counter which displays how many empty spaces are left.
-Surplus XP is now accounted for after leveling up.
-Added 3 new un-lockable buildings! It is now possible to reach level 10.
-New add-on shop where you can buy 'double xp mode' or 6 new challenges for the game if you wish.
-Unlockable buildings now appear more often.
-More efficient code, as a result the game should run better across the board.
2012
Happy (belated) new year!
This is the year ColePowered goes big, with a bit of luck. I've learned a lot from the few months I've been developing games professionally, and I'm certainly getting better at it- coding-wise and presentation-wise. I've got some big plans ahead for 2012:
First off, as I've said for the last couple of posts, the xbox 360 version of megacity is still 'nearly ready'. It's 99.9% there, it's just been going through some extensive play-testing and I literally have one or two bugs to fix before it's done.
I'm also releasing a flash version of megacity soon. It'll be the cut-down version which you can find for free on iTunes, but free and available for anyone with flash installed nonetheless.
On the subject of Megacity, the sequel is coming along well. At the moment I'm thinking it will feature an updated version of the original, a 'classic' mode if you will. On top it will feature the new mode which is kinda hard to describe with just words, so I'll leave the reveal of that to a later date. It's also going to have multiplayer, and eventually be available on iOS, Xbox, PC & Android.
Last but not least; Planet Wars. I want to do a complete overhaul of the game and design it for xbox and PC with co-op play! This will be a large and ambitious project. It's exciting though, I can't wait to get started on it!
So that's my plan for 2012, I hope you continue to enjoy my games. I will ofcourse be supporting all my releases with updates too.
Roadmap: Thinking out loud
Ok, So I've just submitted the original MegaCity for review on the xbox community marketplace. It's all working after an extensive playtest yesterday. I'll post when it's available on the marketplace- exciting stuff.
I'm thinking about future development. I want to expand onto more platforms. Android is an obvious target, but it also seems silly for the games to not be playable on PC/Mac so flash is also a possibility.
Also: PlanetWars HD is certainly in my head right now. And expanded version for xbox and later PC with co-op multiplayer? We'll see...
MegaCity²
So recently I've started work on a sequel to MegaCity. I've got some new ideas for the game, something that will be familiar to existing players while expanding the concept. I'm still very much in the early stages of development, but hoping to get a lot of graphics done over Christmas. Aiming for release on several platforms; iOS, Xbox, Android and hopefully even Steam if I can get this project up to the professional standard I envision.
I'll post more details a little further along the line. But I'm hoping to include multiplayer and a much larger range of buildings.
Original MegaCity should be hitting Xbox soon with a bit of luck. There's not much more to do. After that Android is next, and also possibly a flash version.
New Planet Wars 1.2 update, MegaCity on Xbox close!
Hello folks,
Just posting an update of what I've been working on for the last month.
Planet Wars has been in need of a patch since release really. The good news is that it's done and should be with you shortly. The freeze bug is fixed, dual sticks have been added for better controls and numerous other bugs have been sorted. Expect it version 1.2 to appear on itunes in a few days.
The XNA (xbox) version of MegaCity is also coming along pretty well. I'm participating in the beta version of clickteam's XNA exporter, and the bugs I've run into so far have been sorted already or should be sorted soon. I'm hoping to get a release on the Xbox indie marketplace before Christmas with a bit of luck.
Wiki Quiz + Released! Free version on the way…
Another release! My site project WikiQuiz has been released, and is available on the app store.
It's just a simple quiz app that links you to a wikipedia article about the question after you've answered it. It was designed as a productive time-waster. If you want something on your phone which lets your learn stuff then it's probably something you would be interested in! There's also a free version on the way with a lot less questions if you just want to check it out before spending the massive price tag of $0.99 for the full version.
I'm also working on some Planet Wars bugs before I start publicizing it too much. Expect some updates soon.
Planet Wars Released! (Kinda)
My latest game for iPhone, Planet Wars, has been released!
Check it out here: http://itunes.apple.com/us/app/planet-wars/id475143526?ls=1&mt=8
I'm having some problems with the GameCenter leaderboards at the moment, I'm hoping to have this fixed in a update asap.
EDIT: The link seems to be not working, apple say to allow 24 hours after release for it to cache properly, so I'm going to wait a bit and see what happens. Hopefully the gamecenter thing will sort itself out too...
XNA Development
I'm installing the XNA development tools and clickteam's XNA beta as I type, in the hope to port MegaCity to Xbox. Exciting stuff. I have no idea if I currently will be able to, or how long it will take to learn about the XNA development process and get a stable build of the game to release onto the indie game market place- let's hope not too long!
I've also updated sections for my upcoming iOS projects- Planet Wars and Wiki Quiz. Both are awaiting review by apple for the iTunes app store, and both are iPhone only this time (sorry ipaders- maybe I'll release ipad versions if they prove popular). Planet Wars should come first, assuming it passes quality control. I'll release free versions of both too, but expect them a week or more after initial releases. Both will be priced at tier 1 ($0.99). I'll be keeping you updated.
Shiny New Site
As you might of noticed, I've got this new site up and running. Hopefully it looks better than the last one, which was less of a site and more a collection of images and basic html.
This one is much easier to update, so expect more of them in the future. I'll use this as a development diary and keep those of you who are interested in what I'm working on up-to-date. If you are one of those people, please consider adding me on twitter, and I will do likewise. I need to make an effort on the whole social networking thing, so lets get the cogs turning!
I currently have PlanetWars in review on iTunes, so expect that to turn up pretty soon, assuming it passes apple's QC guidelines. I'll be working on a trailer for that to make you want it! Expect a modest $0.99 or equivalent price point, and a cut-down free version in another week or so if you really object to giving me any money.
Also expect the quiz trainer soon, an interesting little self-education side project I've been working on for a while now. More to come on that soon.

