SunUp – #21-50
This week I’ve:- RF1 - did some library updates Read on
This week I’ve:- RF1 - did some library updates Read on
Another busy week, I didn’t work on any personal projects. Read on
Yet another busy week, I did do some minor content updates to one of my web projects. Read on
Yet another busy week, I’ve not had time to work on any other projects. Read on
A busy week but I have done some work to generate RSS feeds for event listings on a new Jekyll site. Read on
Another busy week so I’ve not worked on any other projects. Read on
It’s been a really busy week so I’ve not worked on any other projects. Read on
This week I:- Web - carried on working on a Jekyll plugin to generate event listings for one of my sites Web - updated the cookie control code on one of my websites Read on
This week I:- Web - carried on working on a Jekyll plugin to generate event listings for one of my sites Read on
This week I:- Web - created a new Jekyll plugin to help with the generation of event listings for one of my sites Read on
It’s a very busy week but I:- Web - did some content updates on one of the sites Read on
This week I’ve:- RF1 - performed an update of a library Read on
This week I’ve:- Misc - put in quite a lot of time migrating content to a new Jekyll site Read on
This week I’ve:- Misc - wrote some code to help generate static event listings for one of the websites I look after Read on
This week I’ve:- RF1 - changes to some of the race data Read on
Another busy week, I did spend some time thinking about updates to RF1 for the remainder of the season. Read on
I’ve just returned from a holiday so no updates. Read on
I’m having a bit of holiday so no updates. Read on
Yet another busy week with no work on any additional projects. Read on
It’s been a really busy week and I’ve not worked on any additional projects. Read on
It’s been a really busy week and I’ve not worked on any additional projects. I have started to wonder if I should carry on this blog (and a few of my other side projects). I don’t have much time these days and I’m starting to think that my time would be better spent on a few specific things rather than a lot of different ones. Read on
It’s been a really busy week and I’ve not worked on any additional projects. Read on
This week I’ve:- RF1 - updates to a lot of code to support sprint races Read on
This week I’ve:- RF1 - started planning changes for introduction of sprint races Read on
It’s been a really busy week so I’ve not had a chance to work on any of my personal projects. Read on
This week I’ve: Misc: more work on the Jekyll version of one of my websites Misc: wrote some Python to convert existing web pages into Jekyll pages Read on
This week I’ve: Misc: carried on developing a Jekyll site to replace an existing large website Read on
Another busy week, a few things I did: RF1: Upgraded to Django 2.2.24 Misc: Still fixing issues from the poor migration of the website Misc: Resolving issues related to missing email for the charity (caused by the poor migration work of the host) Read on
This week was pretty rough as one of the websites I look after (for a charity) was migrated to a new host (our old host was bought out and all customers were transferred). The result was pretty catastrophic so I spent most of the week resolving issues like:- Broken SSL Broken DNS PHP page generating server errors Perl pages generating server errors Broken email mailboxes Missing email Not much fun… Read on
This week I’ve: Misc - updated MantisBT Misc - more content work on converting one of my sites to use Jekyll Read on
This week I’ve: RF1 - upgraded to Django 2.2.23 Misc - more content updates for one of the websites I run Read on
This week I’ve: RF1 - upgraded to Django 2.2.21 and then 2.2.22 Misc - content updates for one of the websites I run Read on
Another really busy week so I’ve not worked on any projects. Read on
It’s been a busy work and I’ve not been able to work on any projects. Read on
This week I’ve: RF1: upgraded some libraries Read on
This week I’ve: RF1: Upgraded to Django 2.2.20 Read on
This week I’ve: Misc: upgraded my backup EC2 server to the next Ubuntu LTS Misc: taken an archive copy of a friend’s website Read on
This week I’ve: RF1: set up the game for the first race of the season Misc: Updated MantisBT Read on
This week I’ve: RF1: launched the game for the new season Read on
This week I’ve: RF1: updating the site for the coming season AES: more work on the Jekyll site Read on
This week I’ve: Glossary: started work on replacing CakePHP Misc: planned for Ubuntu upgrade for the backup server Read on
It’s been a busy week so I’ve not managed to work on any projects. Read on
This week I have: RF1 - upgraded to Django 2.2.19 Misc - updated my bug tracker to the latest version of MantisBT Misc - went to the local Unreal Developers meet-up Read on
A busy week but I have week: Misc - updated some content on the development AES Jekyll site Read on
This week I’ve: RF1 - updated to Django 2.2.18 Read on
It’s been a very busy week and I’ve not worked on any projects but did attend the local Unity meet-up. Read on
This week I’ve: RF1: updated some of the underlying libraries Read on
It’s been a very busy week so I’ve not managed to work on any projects. Read on
This week I have: AES: content updates for 2021 AES: updates for journal listings Misc: completed my company accounts Misc: submitted my company tax return Read on
I’m still on holiday but I have managed to do my tax return. Read on
It’s been Christmas so I’ve had some time off. Read on
This week I have: Glossary: upgraded to 2.10.24 Read on
Another busy week but I have:- Glossary: did test upgrade to 2.10.23 RF1: closed old hosting account RF1: completed the current season Read on
A busy week but I have:- RF1: prepared for the closing of my old hosting account Bubblision: updated the Google Play listing Read on
Unfortunately it’s been a really busy week and I’ve not been able to work on any other projects. Read on
A busy week but I have done:- RF1: a few final tweaks to the new hosting Misc: gave a technical talk at work Read on
This week I:- RF1: Further work now that we’ve moved the site to a new host Read on
This week I:- RF1: upgraded to Django 2.2.17 RF1: migrated the production site to a new host Read on
This week I:- RF1: further testing of the site running on the new host Read on
This week I:- AES: worked on re-developing the website using Jekyll RF1: signed up for a new host RF1: set up test site on new host and documented process ready for migration Read on
This week I:- AES: more work on re-developing the website using Jekyll RF1: spent time researching new hosts Misc: Updated MantisBT Read on
A busy week but I have done:- AES: more work needed to upgrade to PHP 7.4 Read on
This week I:- Glossary: changed the site config to use PHP 7.4 AES: started work on an update to the PDF generating functionality so it uses PHP 7.4 AES: further work locally on a version of the website running under vagrant (to facilitate the move to Jekyll) AES: Migrated some recent changes to the new Jekyll version of the website Read on
Another busy week, I did do: Blog: made some changes to templates to reduce whitespace in the generated pages Misc: did a training course on Machine Learning Read on
A busy week, I did do: Misc: a few maintenance tasks on the some of my sites Misc: watched a GDC talk on multiplayer matchmaking Read on
Another busy week and I’ve not managed to work on any of my projects. Read on
Another busy week but I did: RF1 - Updated to Django 2.2.16 Misc - updated my one remaining blog that uses WordPress to 5.5.1 Misc - started rearranging some of my home backups Read on
It’s been a busy week and I’ve not had a chance to work on any of my projects. Read on
This week I: Misc – updated the version of MantisBT used on my bug tracker Read on
This week I: Misc – replaced two of my WordPress blogs, including this one, with Jekyll sites instead. This should reduce the amount of maintenance I have to do. Read on
This week I: RF1 – upgraded to Django 2.2.15 AES – set up a local copy of the site to make development/migration easier Misc – worked on replacing some of my WordPress sites with Jekyll Read on
It’s been a very busy week and I’ve not managed to work on any of my projects. Read on
Another busy week:- AES – more work on the Jekyll site Misc – finished my solar powered irrigation system in the greenhouse Read on
A busy week, so all I’ve done is: AES – did some work on the new version of the site Misc – more work on my automatic irrigation system in the greenhouse Read on
This week I:- AES – did a small bit of work on the Jekyll site Misc – improved some of the functionality related to automated backups Misc – worked on a solar powered watering system in my greenhouse Read on
This week I’ve: RF1 – updated ready for the start of the season Read on
It’s been a busy week, I did do some preliminary work for the start/restart of the F1 season. Read on
The week I’ve: Glossary – upgraded to CakePHP 2.10.22 Read on
Another busy week but I did:- Glossary – updated to CakePHP 2.10.21 RF1 – updated to Django 2.2.13 Read on
Yet another busy week but I did manage to do a bit of content work. Not been able to put any significant time in on any of my other projects though. Read on
Another very busy week but I did go to a meet-up about the Cypress testing tool and spent some time looking at that. Read on
Another very hectic week. I did attend the local Unity3D meet-up (virtually) but that was about it. Read on
Another busy week but I have spent some time working on converting one of my sites to use Jekyll. This mainly included updating the work-in-progress site with the latest changes from the live site. I also created a list of tasks to be completed and checked the most recent changes into git. Read on
I’ve not been able to work on any of my projects this week. Read on
Another really busy week, all I managed was to update JQuery on a number of my sites. Read on
It’s been another busy week and I’ve not been able to work on any other projects. Read on
It’s been a really busy week and I’ve not had time to work on any of my projects. Read on
This week I’ve:- RF1 – updated to Django 2.2.12 RF1 – fixed a bug in the code for the bot player Read on
Another busy week, I have carried on working on porting one of my sites over to using Jekyll. Read on
It’s been a very hectic week so I’ve not been able to put time in on any of my projects. Read on
It’s been a busy week so I’ve only managed a few things:- RF1 – changes to the application as the F1 season has been postponed Misc – looked at some EC2 monitoring Read on
Another busy week, but I have: RF1 – launched for the 2020 season RF1 – upgraded to Django 2.2.11 Read on
Another busy week but I have been learning more about nginx and gunicorn. I’ve also been setting up my fantasy F1 competition for the 2020 season. Read on
It’s been a very busy week and all I’ve done is carry on with my RF1 migration. Read on
A busy week but I’ve:- RF1 – further work on the Django 2.2.x upgrade Oversteer Racing – drafted the latest dev blog Misc – started the process to transfer my business bank account Read on
This week I’ve: RF1 – upgraded to Django 1.11.28 RF1 – carried on the update work for Django 2.2.x RF1 – debugged a false negative in my test suite that only occurs in a Bitbucket pipeline (appears to be an issue with Bitbucket and not the test suite) Read on
Another busy week but I have been: RF1 – working on the upgrade to Django 2.2.x Misc – went to a meet-up on cloud deployments and also the Go language Misc – lamenting Britain’s departure from the EU 🙁 Read on
Another busy week but I have:- Misc – filed my company tax return Misc – looked at changing my business bank account Read on
Another busy week, but I have:- Misc – completed my tax return Misc – carried on working on my custom Jekyll plugin Read on
Another very busy week so I’ve not made much progress on any projects. I have almost finished my tax return for another year 😉 Read on
First SunUp of 2020 and I’ve not got much to show for it… I have made some progress with the custom plugin I’m writing for Jekyll. I have found that the issue that’s been blocking progress for a few weeks is related to the Jekyll cache. Hopefully this will now allow me to make progress again. Read on
It’s been Christmas so I’ve not done anything 😉 Although I have now realised that I’ve mis-titled several of these blog posts during the year so the numbering is incorrect… so we’ll just skip straight to number 52 and not speak of it again. Read on
Another busy week but I did:- RF1 – upgraded to 1.11.27 Misc – carried on work on a custom Jekyll plug-in Read on
Another busy week, but I have:- Belatedly wrote a dev blog Carried on working on converting a site to use Jekyll Read on
It’s been a busy week but I’ve:- Misc – continued working on creating a custom Jekyll plugin needed for the site migration I’m working on. Read on
A busy week but I have:- Misc – further work on moving a site to Jekyll Misc – research and dev work to create a custom Jekyll plugin Read on
This week I’ve:- Oversteer Racing – further work on improving the behaviour of NPC cars Misc – started planning for the move of another site to Jekyll Read on
Yet another busy week but I did manage to:- RF1 – upgrade to Django 1.11.26 Misc – went to Bristech 2019 Read on
Another busy week and I’ve not managed to work on any separate projects this week. Read on
Another busy week and all I managed to do was work a little bit more on the AI for the NPC cars in Oversteer Racing to improve their driving when closely following other cars. Read on
Another busy week, all I’ve managed to do is:- Oversteer Racing – prevented the lap counter from over counting Oversteer Racing – further work on setting the grid Other – upgraded MantisBT Read on
It’s been a really busy week so I’ve only managed to do one thing: Oversteer Racing – worked on code to set the correct grid position for cars Read on
This week I’ve: RF1 – updated to Django 1.11.25 Oversteer Racing – wrote latest dev blog Oversteer Racing – worked on the UI to show car position Read on
It’s been a really busy week for a number of reasons so I’ve only managed to do a tiny bit of planning on Oversteer Racing and nothing substantial 🙁 Read on
It’s been a busy week but I have: Oversteer Racing – carried on working on handling retirements of NPC cars. Oversteer Racing – caught up with writing my dev blogs. Read on
It’s been yet another busy week but I’ve managed to:- RF1 – upgraded to Django 1.11.24 Oversteer Racing – did some play testing Oversteer Racing – worked on the code to handle the end of the race when the race is won by an NPC. Read on
I’ve not had much time this week but I did work on moving RF1 to a new host and also improving my backup arrangements. Read on
Bit of a busy week and I’ve not done much other than make a few RF1 changes. The main change was to add functionality to disable sign-ups if required. This adds extra maintenance options since previously I could only stop all logins. Read on
Still having a bit of a holiday but I have done a bit of work in preparation of moving RF1 to a new host. I also had to do a bit of work to resolve an issue caused by an upgrade of operating system by another host. Read on
I’ve been having a break so not done much this week 😉 Read on
It’s been a busy week but I’ve: RF1 – upgraded to Django 1.11.23 RF1 – further work to move to a new host Read on
A busy week but I’ve:- Oversteer Racing – a range of minor bug fixes Misc – further work to move RF1 Read on
This week I’ve: RF1 – tried out a new host Misc – moved another website to a new host Read on
This week I’ve:- Oversteer Racing – more work on the routines to handle the end of the race Oversteer Racing – checked that the options in the settings screen affect the game Oversteer Racing – fixed some bugs Oversteer Racing – wrote the latest dev blog RF1 – upgraded to Django 1.11.22 Misc – signed up for another web host to try them out Read on
This week I’ve:- Oversteer Racing – fixed some bugs Oversteer Racing – carried on working on the routines for handling the end of the race RF1 – carried on planning the migration to another host Read on
This week has been quite busy so I’ve only managed to: Oversteer Racing – fixed a few bugs related to tracking the time splits between cars and the particle system RF1 – signed up to a new host and began testing RF1 – improved the anonymisation script I use for testing Read on
It’s been a busy week so I’ve not got much done: RF1 – further discussions with a potential new hosting company Misc – prepared to transfer another website to the new host Read on
This week I’ve: Oversteer Racing – more work on the end of the race and a few bug fixes RF1 – upgraded to Django 1.11.21 Misc – set up a test site for another one of the websites I look after on a new host as I prepare to move the site Read on
This week I’ve:- Oversteer Racing – more work on the end of the race Misc – improved the backups I take of my Git repos Misc – set up a Kualo account ready to move some more websites Misc – closed a Webfaction account for one of my sites Misc – annual data cleanup for shop etc. Read on
This week I’ve:- RF1 – fixed a minor and rare bug that can cause an error in the sign-up process if there were two concurrent requests from the same source RF1 – made an update to the data retention code (for next season) Misc – converted one WordPress site to Jekyll Misc – further research on new web hosts Read on
Another busy week… all I’ve done is:- Misc – further research on finding new web hosts Misc – set up a Vagrant build for developing Jekyll sites Misc – work on converting some of my WordPress sites to Jekyll Read on
This week I’ve:- Glossary – upgraded to CakePHP 2.10.17 Misc – research on finding a new web host for some sites Misc – started investigating moving some of my sites to use Jekyll Read on
As last week, I’ve been away so no progress. Read on
I’ve been away so not made any progress on my projects. Read on
This week I’ve:- RF1 – discovered and fixed a six year old bug! Oversteer Racing – more work on the routines to handle the end of the race Read on
Another busy week but I’ve done a few things:- Oversteer Racing – more work on the code to handle the end of the race Misc – done some work to improve the mobile usability for one on my sites Misc – a bit more research on finding another host for my sites Read on
It’s been a very busy week so I’ve only been able to spend some time looking for a new host for my websites. Read on
This time of year I tend to be very focused on RF1 so I’ve largely been working on that: RF1 – Added SSL to the test site RF1 – Redeployed the test site using Python 3.6 and virtualenv RF1 – Created a monitoring page and changed monitoring to point to new page RF1 – Redeployed the production site using Python 3.6 and virtualenv RF1 – switched to using pip-compile for requirements.txt Read on
This week I’ve: RF1 – upgraded to Django 1.11.20 RF1 – completed work to allow the application to run using Python 3 instead of Python 2.7 RF1 – looked into using virtualenv in production RF1 – updated the code to use a year specific value for the cost of a team change Misc – set up monitoring Read on
This week I’ve: Oversteer Racing – more work on post race screen Glossary – upgraded to CakePHP 2.10.15 RF1 – work on pre-season tidy up Read on
This week I’ve:- Oversteer Racing – Upgraded to Unity 2018.3.4f1 Oversteer Racing – further work on the post-race screen Oversteer Racing – worked on further data storage during the race RF1 – worked on changes to the data retention policy Misc – installed WordFence on my various blogs Read on
This week I’ve: Oversteer Racing – did some planning for the screen shown after the race RF1 – set up vagrant for local development RF1 – ticketed some tasks for the next few weeks Misc – upgraded MantisBT to 2.19.0 Read on
A busy week but I’ve: Oversteer Racing – wrote the final dev blogs for 2018 (a bit late ;-)) Misc – submitted my company accounts Misc – submitted my company tax return Read on
A busy week but I have: RF1 – updated to Django 1.11.18 Glossary – updated to 2.10.14 Misc – done my tax return Misc – completed my company accounts Read on
It’s been a really busy but fun week. I’ve not had chance to work on any personal projects though. Read on
This week I’ve: RF1 – Updated Django to 1.11.17 Misc – did some reading on unit testing and CI in Unity Misc – went to Bristech Misc – been on ScrumMaster training Read on
This week I’ve been really busy and all I’ve managed to do is make a few updates on the AES site. Read on
This week has been pretty busy but I’ve: Oversteer Racing – organised some tasks on my backlog RF1 – completed the 2018 season Misc – replaced the AES search Misc – went to a tech volunteers meet-up Misc – went to a Unity3D meet-up Read on
This week I’ve:- Oversteer Racing – more work on obstacle avoidance Oversteer Racing – changed rival car behaviour so they take defensive lines if followed closely Misc- went to a local Python meet-up Misc – started work to replace some of the functionality for the AES Misc – started a Code Club at a local Primary school Read on
It’s been a busy week: Oversteer Racing – done quite a bit of work on AI car behaviour Oversteer Racing – posted a #screenshotsaturday Oversteer Racing – written the latest dev blog Read on
I’ve had a bit of a holiday so not done much: Misc – updated the Glossary to 2.10.13 Read on
This week I’ve: Oversteer Racing – more work on obstacle avoidance Read on
This week I’ve: Oversteer Racing – more work on obstacle avoidance and overtaking Misc – updated MantisBT Read on
Another busy week… Oversteer Racing – a tiny amount of work on obstacle avoidance Read on
This week has been another busy one: Oversteer Racing – did some planning on the obstacle avoidance work RF1 – upgraded to Django 1.11.16 Read on
It’s been another busy week but I have:- Oversteer Racing – carried on working on obstacle avoidance by NPC cars Read on
It’s been a busy week so all I’ve managed to do is update MantisBT. Read on
This week I’ve: Oversteer Racing – added code to improve wheel to wheel racing of NPC cars Oversteer Racing – started work on code to allow NPC cars to avoid obstacles Oversteer Racing – started work on code allowing NPC cars to overtake Oversteer Racing – limited the effect of the tow so that a tow only occurs above a certain speed Read on
This week I’ve: Glossary – Upgraded CakePHP to 2.10.12 Oversteer Racing – added code to store pit stop times for cars Oversteer Racing – wrote a (slightly overdue) dev blog Misc – finished reading “It is what it is” by David Coulthard (1/5) Read on
It’s been another busy week. I have been doing some planning and research focussing on how progression might work in Oversteer Racing. I’ve not actually managed to do any coding though… next week. Read on
First week back after holidays so a tough week catching up with things so I’ve done very little on any of my projects. I hope to get back on the case next week. Read on
I’ve been on holiday for another week. I did finish reading the DevOps Handbook (5/5). Read on
I’ve not done much this week as I’ve been on leave. I have carried on reading the DevOps Handbook. Read on
This week I’ve: Oversteer Racing: fixed a problem with calculating pit stop time for rival cars related to pit box accuracy Oversteer Racing: fixed an issue that was causing the player UI not to update correctly Oversteer Racing: fixed an issue where rival pit stop duration was calculated incorrectly if fuel was needed Oversteer Racing: fixed an issue where rivals were too eager to stop for fuel Oversteer Racing: wrote the dev blog for July... Read on
This week has been really busy but I’ve done: Oversteer Racing: tiny bit of work on pit stops… I really need to get this finished off! Misc: finished reading “The Phoenix Project” 5/5 Read on
This week I’ve: Oversteer Racing: worked on code to release rival cars after their pitstop Glossary: updated to CakePHP 2.10.11 Misc: carried on reading “The Phoenix Project” Read on
This week I’ve: Oversteer Racing: further work on pitstops for rival cars RF1: updated to Django 1.11.14 Misc: started reading “The Phoenix Project” Read on
It’s been a really hectic week but I have: Oversteer Racing: refactored the code to work out how long a car should remain stationary in the pits. Misc: went to the local Unity Meet-up Read on
This week I’ve: Oversteer Racing: more work on pit stops for rival cars. Cars now stop in their pit box… they just don’t go again 😉 Read on
This week I’ve: Oversteer Racing: worked on pit stops for rival cars Misc: upgraded MantisBT Read on
This week I’ve: Oversteer Racing: more work on pitstops for rival cars Oversteer Racing: wrote the latest dev blog (such as it is) Read on
Another week where I didn’t get much done I’m afraid. I’ve had a bit of a cold so have been taking it a bit easier. I did make some more content changes to the AES site and, on Oversteer Racing, I did some more work on pit stops for rival cars. Read on
This week I’ve mainly had a cold so not done much. I did make some changes on the AES site but also, I just wanted some time off following all the GDPR work. Read on
This week I’ve: Glossary: Updated the Glossary to CakePHP 2.10.10 Misc: sorted out GDPR stuff… lots of GDPR stuff 🙁 Read on
This week I’ve: Oversteer Racing: carried on working on routing rival cars through the pits Misc: updated MantisBT Misc: moved the AES email Read on
This week I’ve: Oversteer Racing: completed AI pit strategy code Oversteer Racing: fixed a longstanding issue related to car numbering Oversteer Racing: added way points to the pit lane of the test track to allow AI cars to visit the pits Web: completed a web site move from one host to another and reinstated automatic backups Misc: did some configuration work to move mailboxes for the AES Read on
This week I’ve:- Oversteer Racing: worked on the code for pitstops for AI cars RF1: updated to Django 1.11.13 Misc: moved another website I look after to a new host (in the UK) and also moved the email (mainly for GDPR reasons) Read on
Another busy week so all I’ve managed is:- Oversteer Racing: worked on the code allowing AI cars to decide on their pit stop strategies. Misc: started work to move another (AES related) website and email accounts that I help with Read on
It’s been a busy week so all I’ve managed is:- Oversteer Racing: did some testing of the lap counter and split time calculations. Oversteer Racing: carried on working on the code allowing AI cars to decide on their pit stop strategies. Read on
This week I’ve: Oversteer Racing: fixed the bug with the lap timing that affected split times and sometimes stated that cars were one lap further behind than they were. Oversteer Racing: the dust particles bug re-appeared but I’m pretty sure I’ve now fixed that for good. Misc: updated to MantisBT 2.13.1 Read on
This week I’ve:- RF1: replaced the old charting system with a new one RF1: upgraded to Django 1.11.12 Glossary: upgraded to 2.10.9 Read on
Another busy week, all I’ve managed is: RF1: more work on replacing the Google static charting with chart.js Misc: carried on reading a book about freemium mobile games design Misc: went to ‘Reload, Relive, Replay’ which was awesome Misc: more GDPR stuff Read on
It’s been a really busy week but I’ve managed a few things:- RF1: updated the game to show pit stop data on the component score page RF1: carried on working on replacing the current charting system Read on
This week I’ve: RF1: sorted out the pricing for the 2018 season RF1: carried on working on a replacement for the current charts Misc: more GDPR stuff Read on
This week I’ve: Oversteer Racing: planned a few upcoming tasks Oversteer Racing: fixed a couple of bugs RF1: worked on replacing the current charts Misc: more GDPR work Read on
This week I’ve:- Oversteer Racing: resolved a bug with the calculation of split times Oversteer Racing: planned out a number of tasks Misc: did some GDPR planning Read on
This week I’ve:- Oversteer Racing: added extra car sensors to improve the driving of the AI cars and make them more aware of cars near them Oversteer Racing: fixed a bug with the lap counter Oversteer Racing: fixed a bug in the “race director” that meant the player car didn’t always register laps completed Misc: updated MantisBT to 2.11.1 Read on
This week I’ve:- RF1: a few minor changes following the upgrade to Django 1.11 Oversteer Racing: started work on race strategy for AI cars. Specifically, when the AI cars choose to pit. Oversteer Racing: improved the look of the game by adjusting the graphical settings within Unity. Oversteer Racing: produced a #screenshotsaturday Web: finished uploading details of the AES publications from 2017 Read on
This week I’ve mostly: Glossary: upgraded to CakePHP 2.10.7 now that this has been released following a fix to the bug I’d identified and then tested the fix for in 2.10.6 Oversteer Racing: I’ve been working on creating a smoother transition when we change the level of drag or rolling resistance on the cars (for example, when getting a ‘tow’ from the car in front or when off the track). I’m quite pleased how this... Read on
This week I’ve mostly:- RF1 – got the code running under Django 1.11 RF1 – started work on an upgrade/deployment plan Oversteer Racing – mocked up some designs for the home screen Misc: upgraded MantisBT Read on
This week I’ve: Misc: did my review of 2017 Misc: listed my goals for 2018 Misc: updated my annual zeitgeist RF1: carried on the upgrade work for Django 1.11 Read on
This week I’ve: RF1: I’ve started work on upgrading to Django 1.11 Misc: completed my personal tax return Misc: completed my company accounts and tax return Read on
It’s a pretty busy time of year so I’ve not managed to do much on my personal projects:- Glossary: tried to upgrade to CakePHP 2.10.6 but discovered a bug in the CakePHP test runner and helped test the fix Misc: read Game Project Completed (4/5) Read on
A really busy week so I’ve not been able to work on any of my personal projects. Read on
Another busy week but I’ve managed to:- Oversteer Racing: further work on car recovery after a spin Misc: went to a breakfast meeting about AR/VR Read on
A busy week so all I’ve managed to do is:- Glossary – updated to CakePHP 2.10.5 Read on
This week I’ve:- Oversteer Racing: worked on recovery of AI cars if they leave the track Misc: went to the local Python meet-up Misc: read some blogs on player retention Read on
It’s been a busy week and I’ve only achieved a few things: Oversteer Racing: no development but I have done some reading on player retention RF1: completed the competition for another year Misc: reading up on GDPR Misc: worked with the Google Search Console Read on
This week has been a busy week and all I’ve managed to do is a bit of planning work for Oversteer Racing. Read on
This week I’ve: Oversteer Racing – worked on how AI cars recover when they’ve left the track. Read on
This week I’ve: Oversteer Racing – released a video dev blog showing progress Read on
Another busy week but I did manage to:- Oversteer Racing – worked on aerodynamic tows and thought about sensors from AI cars. RF1 – a few minor updates due to driver moves. Read on
Another very busy week but I did:- Oversteer Racing – worked on code to allow a car to receive a ‘tow’ (an aerodynamic advantage by closely following another car) from the car in front. Read on
It’s been a really busy week all round so I’ve not done anything else 🙁 Read on
It’s been a really busy week but I’ve:- Oversteer Racing – solved a problem where the cars would detect the grandstands and try and get a tow from them! Read on
This week I’ve:- Oversteer Racing: worked on code to track split times between the player car and the cars immediately ahead and behind Oversteer Racing: spent some time fixing some bugs with the timing system Glossary: submitted a bug report to the CakePHP team Read on
This week I’ve:- Oversteer Racing: changed the colour of the default shadows to better reflect real life Oversteer Racing: adjusted the rate of tyre wear to separate the effects of tyre wear and fuel usage a bit Oversteer Racing: improved the driving of the AI cars to reduce their lap times to within 0.5 – 1s of the player Oversteer Racing: added support for suggested speeds for AI cars Oversteer Racing: started work on code... Read on
Another busy week so all I’ve managed is: Oversteer Racing: improved how the waypoint system works for rival/AI cars Oversteer Racing: added support for multiple routes for rival/AI cars Read on
This week I’ve been on holiday so haven’t got much to report. I have been doing some research though. Read on
This week I’ve: Oversteer Racing: worked on rival car AI and now have rival cars that can put together a reasonable lap. The next step will be to help rival cars recover after a crash or off and make theme aware of other cars. Oversteer Racing: upgraded to Unity 2017.1.0f3 Glossary: updated to CakePHP 2.10.1 Read on
This week has been really busy and I’ve also taken a bit of time off to do some other fun things. I did finish reading “The Curve” (4/5) and started reading “Total Competition“. Read on
This week I’ve: Oversteer Racing: created a car livery for an example rival car Oversteer Racing: did some research on racing game AI Oversteer Racing: started work on code to support multiple cars Glossary: upgraded to CakePHP 2.10 Misc: read more of “The Curve” Read on
A very busy week so I’ve not managed to do much: Oversteer Racing: further work on tracking race progress and finish Read on
This week I’ve:- Oversteer Racing: added functionality to allow players to retire from the race. Oversteer Racing: fixed an issue to increase the precision of lap times. Oversteer Racing: carried on developing code to handle the end of the race. Read on
This week I’ve:- Oversteer Racing: carried on working on code to handle the end of the race Oversteer Racing: updated the UI to show number of laps in the race Oversteer Racing: fixed an issue that meant lap times only displayed to hundredths of a second and not thousandths Read on
This week I’ve: Oversteer Racing: finished off a first draft of the team and driver name editing pages Oversteer Racing: started work on the functions required to handle the end of the race Glossary: upgraded CakePHP to 2.9.9 Misc: started reading “The Curve“ Read on
A very busy week but I… Oversteer Racing: carried on working on the team and player customisation forms Misc: read a few blog posts on “live ops” for games Read on
This week I’ve: Oversteer Racing: further work on UI Oversteer Racing: created functions to tidy up user data from the player and team editing screens Read on
This week I’ve: Oversteer Racing: further work on the Drivers’ and Constructors’ Championship Oversteer Racing: more work on UI Read on
This week I’ve: Glossary: updated to CakePHP 2.9.9 Oversteer Racing: worked on storing team and driver names Oversteer Racing: initial work on storing championship scores Read on
This week I’ve: Oversteer Racing: upgraded to Unity 5.6.1 Oversteer Racing: further work on customisation scenes Oversteer Racing: came up with some driver and team names Read on
This week I’ve: Oversteer Racing: carried on working on the game UI Oversteer Racing: did some sketches of menu design ideas Misc: went to the local Unity Meet-Up Read on
This week I’ve: Oversteer Racing: worked on the UI for customising the game Oversteer Racing: changed how we handle button input from the UI to make it simpler Misc: created a ‘how to’ post on Testing Django applications with Bitbucket Pipelines and MySQL Read on
This week I’ve: Oversteer Racing: worked on some art work for the background on UI screens Glossary: updated to CakePHP 2.9.8 Misc: tried out a few different Cloudwatch settings for my EC2 instance Misc: updated Ubuntu to 16.04 Read on
This week I’ve: Oversteer Racing: updated code to remove deprecated API references for level loading Oversteer Racing: updated code for the particle system as some of the current code is deprecated Oversteer Racing: written the latest dev blog Glossary: removed AddThis as it cannot be configured not to set cookies any more RF1: set up Bitbucket Pipelines to run automated tests for RF1 Misc: switched over my backups to the new EC2 instance Misc: drafted a... Read on
This week I’ve: Misc: Had some time off 🙂 RF1: tried to set up Bitbucket pipelines… with only moderate success Oversteer Racing: did another #screenshotsaturday Misc: sorted out backups for Linux machines that need updating Read on
This week I’ve (been pretty busy with other things): Oversteer Racing: planned some future activities Oversteer Racing: did some further research Misc: finished setting up the new EC2 instance and started using it for backups. I’ll complete the switch over soon. Read on
This week I’ve: Oversteer Racing: got the pit stop animation the way I want it RF1: upgraded to Django 1.8.18 Glossary: upgraded to CakePHP 2.9.7 Misc: more work on a new EC2 instance, almost ready to use Misc: played around with some NFC tags Read on
This week I’ve: Oversteer Racing: carried on working on pit stop animation Oversteer Racing: wrote a dev blog RF1: migrated site to a new server Web: a few minor updates to the AES site Misc: more work on a new EC2 instance Misc: did some reading up on NFC tags/labels Read on
This week I’ve: Oversteer Racing: updated code to store wear on sets of tyres RF1: updated the component scores table to include price RF1: calculated the scores for the first race of the season Misc: more work on a new EC2 instance Misc: went to the local Unity meetup group Read on
This week I’ve: RF1: launched the competition for 2017 RF1: carried on working on a replacement for the charts Glossary: refactored some code that used deprecated gmmktime() Misc: updated AES code to enable the site to run on CentOS 7 and with Apache 2.4 Misc: carried on setting up a new EC2 instance for backups Read on
This week I’ve: RF1: work on prices for components for the 2017 competition RF1: updates to support pit stop strategies where players have picked “6 or more” stops RF1: wrote a new test to verify changes to pit stop calculations RF1: sourced a new image for the home page Glossary: updated to CakePHP 2.9.6 Misc: research for new EC2 instance Read on
This week I’ve: Oversteer Racing: been working on the animation of the pit crew Oversteer Racing: finishing off the final few remaining tasks for pit stops RF1: further work on replacing the current graphing API Read on
This week I’ve: Oversteer Racing: updated the project to Unity 5.5 Oversteer Racing: wrote the latest dev blog RF1: spent some time looking at charting solutions to replace the deprecated static image Google Chart API Misc: updated content on the AES site Misc: went to the local Unity Meet-up Read on
This week I’ve: Oversteer Racing: made changes to allow cars to be detected in the pit box if entering higher entry angles Oversteer Racing: added code to track tyre set usage and determine the best tyre set to be used at a stop RF1: reviewed some changes needed to switch to a different charting API Misc: spent some time playing with a microbit Read on
This week I’ve: Oversteer Racing: adjusted to pit stop menu to account for the fuel still in the car Oversteer Racing: created a circuit metadata object to store data about the track Oversteer Racing: changed tyre grip after pit stop to simulate tyre change Oversteer Racing: refuelled the car during a pit stop based on player selection Oversteer Racing: fixed car damage if requested by the player Oversteer Racing: added some debug code to help... Read on
This week I’ve: Oversteer Racing: shared the video dev blog more widely Misc: worked on my company accounts It’s been a busy week so I’ve not had much time 😉 Read on
This week I’ve: Oversteer Racing: more work on the pit stop UI so players can select the changes to make and see how it affects pit stop duration Oversteer Racing: wrote the latest dev blog Glossary: updated to CakePHP 2.9.5 RF1: posted a blog post outlining some changes to the rules for 2017 RF1: added functionality to add and delete races which will make administering the game easier if a race is cancelled mid-season Read on
This week I’ve: Oversteer Racing: added opposition skill and advanced handling settings to settings form Oversteer Racing: fixed a bug that meant that reversing in gravel was faster than driving forwards Oversteer Racing: started work on a function to calculate pit stop time based on what the player requests (i.e. if damage is fixed, whether tyres are changed and how much fuel is required) RF1: drafted a blog post on rule changes for the new... Read on
This week I’ve: Oversteer Racing: worked on the settings form Oversteer Racing: created a settings manager to control the settings throughout the game Oversteer Racing: linked the settings manager with the test race so we can double-check the effect of the player settings RF1: reviewed the work needed to better handle cancelled races Misc: started researching the best setup to replace my current EC2 backup setup (I’m still intending to keep it in EC2 though) Read on
This week I’ve: Glossary: updated the glossary to CakePHP 2.9.4 Oversteer Racing: a little bit of work on UI Misc: did my review of 2016 Misc: listed my goals for 2017 Misc: did my personal tax return Misc: started work on my company tax return Read on
There’s lots going on at the moment as it’s the festive period so I’ve not had much time to work on things. That said I did: Oversteer Racing: updated the I2 Localization plug-in Oversteer Racing: added some notes to the wiki to make syncing the Google sheet of translations with the game easier in future Oversteer Racing: did some work on the draft UI Oversteer Racing: added a lot more tasks to Pivotal and set... Read on
This week I’ve mostly been: Misc: celebrating Christmas 🙂 Misc: finished reading “Hints & Tips for Videogame Pioneers” (5/5) Read on
This week I:- Oversteer Racing: did more work on the menu screens Read on
This week I: Oversteer Racing: carried on working on pitstops (specifically the menus and recording when a car leaves the pit lane) Oversteer Racing: refined the car artwork a little Oversteer Racing: started work on the menu screens Read on
This week I: Glossary: updated to 2.9.3 RF1: upgraded Django to 1.8.17 Misc: Did a lot of interview prep Read on
This week I (was just as busy as last week 🙁 ):- Oversteer Racing: I did a bit of work on localisation Oversteer Racing: wrote a third dev blog Misc: Did a lot of interview prep Read on
This week I (was really busy with other things 🙁 ): Glossary: updated to 2.9.2 Read on
This week I: Oversteer Racing: did further work on pit box positioning Oversteer Racing: started adding support for multiple languages Misc: Visited the Red Bull Racing F1 factory! Misc: Went to WiFiWars – which was fantastic Read on
This week I: Oversteer Racing: worked on pit box detection Oversteer Racing: created code to assess position within a pit box Oversteer Racing: did some research on localisation options RF1: upgraded to Django 1.8.16 Read on
This week I: Oversteer Racing: added code to register the car being in the correct pit box Oversteer Racing: added a pit lane speed limiter Oversteer Racing: made some minor tweaks to the test track texture Oversteer Racing: wrote a second dev blog Glossary: updated to 2.9.1 Read on
This week I: Oversteer Racing: worked out how damage affects performance Oversteer Racing: set up debris for display after a collision Oversteer Racing: stopped the car being driven if damage is too great Misc: went to the October meet-up of the Unity group Read on
This week I: Oversteer Racing: finished the first attempt at a damage model for the cars Oversteer Racing: created a particle system to show fragments during an accident Oversteer Racing: created some artwork for use during collisions Read on
This week I: Oversteer Racing: carried on working on the damage system Misc: went to a Bristech meetup on AI in games Read on
This week I: Oversteer Racing: fixed the particle issue introduced when upgrading to Unity 5.4.1 (seems like I was working around a bug in 5.3 that was fixed in 5.4.1, so then my workaround stopped) Oversteer Racing: now using the SpriteLamp shader and a normal map to dynamically light the car sprite Oversteer Racing: started work on the damage model for the car Web: updated RF1 to Django 1.8.15 Read on
This week I: Oversteer Racing: Upgraded to Unity 5.4.1 (this introduced some issues with layering, playing dust/smoke particles and resized the controls) Oversteer Racing: fixed layering issues caused by update Oversteer Racing: re-sized the controls Oversteer Racing: wrote my first dev blog Web: updated Glossary to CakePHP 2.9.0 Read on
This week I: Oversteer Racing: did quite a lot of work on the scripts to control the movement of the camera. Oversteer Racing: fixed a bug that made the car jitter/shake when reversing Read on
This week I’ve: Oversteer Racing: updated the telemetry scripts to cope with cars going through the pit lane as well as following the track Oversteer Racing: did a bit of research on alternative shaders for lighting the car Oversteer Racing: tried a few new ideas for moving the camera with the intention of fixing some bugs but also making the game look better Read on
This week I’ve: Misc: been really busy at work 🙁 Read on
This week I’ve: Oversteer Racing: updated the car code to programmatically link in the various car components (e.g. wheels and wings) Read on
This week I’ve: Been on holiday 😉 Oversteer Racing: Done some research by reading the Haynes owners’ workshop manual for the Williams FW14B Read on
This week I’ve: Oversteer Racing: Added code to show tyre marks on track when oversteering Oversteer Racing: Updated the car model to use individual components for wings and wheels Oversteer Racing: Added code to turn wheels based on user input Web: Updated the Glossary to 2.8.6 Read on
This week I’ve: Oversteer Racing: Been reading a couple of books for research Misc: Spent some time learning SketchUp Read on
This week I’ve: Oversteer Racing: Lots of work on creating sparks from the cars #RaceLikeThe90s Oversteer Racing: Started work on creating skid marks on the track Web: Got RF1 running under Docker so that local development is considerably easier Web: Updated WordPress Read on
This week I’ve: Web: Updated RF1 to Django 1.8.14 Web: Submitted a bug report to Django auth Web: Spent some time trying out Docker (for lightweight set up of a local dev environment) Read on
This week I’ve: Web: Completed the migration of the AES shop to BluePark Misc: Gave a talk on Continuous Delivery at work Misc: Spent a lot of time revising techie stuff 😉 Read on
This week I’ve: Web: Carried on with the migration work for the AES shop – almost done Read on
This week I’ve been: Web: Migrating the AES shop to BluePark – there’s a lot to do 😉 Read on
This week I’ve: Oversteer Racing: set up particle system for adding sparks Oversteer Racing: added new tag to identify cars Web: done further work trying out BluePark Misc: added a new blog post about the dex format error Misc: Went to the Unity meetup Read on
This week I’ve: Oversteer Racing: Improved the control GUI Web: Created a test account with BluePark to try out their eCommerce product Web: Upgraded MantisBT Read on
This week I’ve: Migrated AES site to use https Migrated Mucky Creature Ltd. site to use https Updated Glossary to use CakePHP 2.7.7 Read on
This week I’ve: Oversteer Racing: Created the official announcement for Oversteer Racing Oversteer Racing: Tagged UI elements Read on
This week I’ve: Misc: Started a fairly wide review of hosted online shops Misc: Spent a lot of time reading guidance from the ICO regarding the demise of Safe Harbor Read on
This week I’ve: Oversteer Racing: Started work on the on-screen controls Oversteer Racing: Linked on-screen UI to car control Oversteer Racing: Rotate steering wheel based on corner controls Misc: Went to the local Unity meetup Read on
This week I’ve: RF1: fixed a minor issue to set ordering of drivers by team not by id (fixes an issue caused by driver moves) Oversteer Racing: Started work on announcement text Oversteer Racing: Created new car textures Oversteer Racing: Further work on particles for smoke and dust Misc: Play tested EVA Spacewalk Emergency VR Read on
This week I’ve: RF1: Upgraded Django to 1.8.13 Oversteer Racing: Reduced the update rate of the UI Oversteer Racing: Updates to change car performance based on tyre grip Oversteer Racing: Started work on particles for smoke and dust Oversteer Racing: Initial work on car engine failures Web: Technical work to help launch the website for my wife’s company Read on
This week I’ve: Web: Further design and CSS work for my wife’s company Misc: Went to the Unity Meetup Read on
This week I’ve: Oversteer Racing: Added code to increase tyre wear when the car slides Oversteer Racing: Created an initial implementation of power induced oversteer Oversteer Racing: Updated brake and power oversteer so that these are affected by grip levels Oversteer Racing: Removed some unused scripts Read on
This week I’ve: Oversteer Racing: Finished the first implementation of brake induced oversteer Oversteer Racing: Moved tyre grip and fuel usage ‘solvers’ to separate methods Web: Design and CSS work for my wife’s company Read on
This week I’ve: RF1: Updated to Django 1.8.12 Oversteer Racing: More work on the brake induced oversteer physics Read on
This week I’ve: Oversteer Racing: More work on pedal and steering wheel art assets Oversteer Racing: Started work on the advanced handling model (just brake induced oversteer so far) Web: Additional work on the recurring billing module for my wife’s company Read on
This week I’ve: Oversteer Racing: Created pedal and steering wheel art assets Web: Installed recurring billing module in the online shop for my wife’s company Misc: Went to the local Unity Meetup Read on
This week I’ve: RF1: Replaced some hardcoded info on a page with a variable as the value changes between seasons Oversteer Racing: Did a bit of code tidying Read on
This week I’ve: RF1: Updated to Django 1.8.11 Oversteer Racing: Linked fuel and tyre grip to performance so to the consumables affect performance Oversteer Racing: Fixed the direction the car turns when reversing Oversteer Racing: Added an option to enable/disable the tyre wear simulation Read on
This week I’ve: RF1: fixed a typo and a couple of minor design issues RF1: launched the 2016 competition RF1: upgraded to Django 1.8.10 RF1: Updated the function to count the possibe team permutations to also report on the number of teams containing both top drivers and top teams RF1: Minor styling update Oversteer Racing: Added data for fuel and tyre grip to the temporary UI Oversteer Racing: Removed some magic numbers Oversteer Racing: increased... Read on
This week I’ve: RF1: Updated the site to use more HTML5 elements RF1: Bought an SSL certificate and moved the site to https RF1: Created a responsive design to allow the site to work better on mobiles and tablets RF1: Updated some database fields that are deprecated in Django 1.9 RF1: Removed references and functionality for reactivating old (pre 2012) accounts Read on
This week I’ve: Oversteer Racing: Fixed a bug detecting the movement of the car around the circuit Oversteer Racing: Tidied up scripts that are no longer used Oversteer Racing: Added new/temporary UI elements for showing position, lap number, best lap and last lap Oversteer Racing: Moved start/finish line to coincide with track texture Presentation: presented my ‘work to date’ on Oversteer Racing at the local Unity Meetup group Read on
This week I’ve: Oversteer Racing: Created a “race director” to manage telemetry data from cars and to store data related to the racing (best laps/sectors, what cars are on track and so on) Oversteer Racing: Written code to count laps and check cars perform a full lap Oversteer Racing: Added colliders to run-off areas and gravel traps etc Oversteer Racing: Reduced car speed when in gravel and run-offs Oversteer Racing: Added a new track texture... Read on
This week I’ve: Web: Launched the landing page for my wife’s new company RF1: Upgraded RF1 to Django 1.8.9 Web: Moved some of my sites to use SSL (including this one) Oversteer Racing: Did a bit of house keeping on the Pivotal Tracker board for Oversteer Racing Oversteer Racing: Initial work on the fuel system Oversteer Racing: Initial work on track limits Oversteer Racing: Added messaging and callback system to help track cars Read on
This week I’ve: Web: More design work on the landing page for my wife’s company Oversteer Racing: Improved reversing Misc: Submitted company accounts to Companies House Misc: Submitted corporation tax return to HMRC Read on
This week I’ve: Web: More design work on the landing page for my wife’s company Oversteer Racing: Started a wiki to help trac game design decisions Oversteer Racing: Limited steering angle with speed to make the game more challenging Read on
This week I’ve: Web: Initial work on the landing page for my wife’s new business Oversteer Racing: Improved acceleration and braking Misc: Wrote my goals for 2016 Read on
This week I’ve: Upgraded RF1 to Django 1.8.8 Did my tax return Started work on my company accounts Updated Glossary for 2016 date change Moved Oversteer 2D to Git Worked on 2D car physics Read on
Still lots going on at home so all I’ve done this week is upgrade the current Oversteer2D code to Unity 5.3.1 Read on
I’ve not managed to do any work on any of my projects as it’s been Christmas. Read on
Lots going on at home so haven’t had time to work on any of my other projects. Read on
Further work on Oversteer 2D. I’m still thinking that 2D physics throughout is now the correct way to proceed. I still need to set up an entirely new BitBucket repo as I don’t want to remove all the work/code from the existing one. I’ll just park the existing repo and start a new one based on my experiments to date. Read on
I’ve not had much time to work on my projects this week. Read on
This week I… Updated the Glossary to use CakePHP 2.7.7 Updated RF1 to use Django 1.8.7 Did some more work on car handling in Oversteer 2D Wrapped up RF1 for another season Read on
I’ve been working quite hard on Oversteer this week. For some time I’ve been trying to get the “feel” of the car right and have not only been struggling with the controls but also the physics. Previously I’d assumed that Oversteer would use 2D models but with 3D physics. However, I want to spend some time trying 2D physics instead. In Unity the 2D and 3D physics engines are separate (although the API is quite... Read on
This week I mainly worked on Oversteer: Test driving using Virtual Joystick Added code back in to provide keyboard control Started work on controlling turn rate based on speed Read on
This week I… Updated the Glossary to use CakePHP 2.7.5 Updated RF1 to use Django 1.8.6 Oversteer: Tidied up a bit of code in Oversteer Updated Oversteer to allow us to easily toggle between the PS3 controller and the virtual joystick Tagged test scenery objects Stopped constraining the virtual joystick in a circle as this stops us being able to set full throttle and full turn Lots of tweaks to acceleration and deceleration rates Read on
This week I fixed a couple of bugs in RF1 related to recalculating race scores and stats. Read on
I’ve not had time to do much work on my other projects this week. However I did try changing Oversteer so that the car turning code uses AddRelativeTorque instead of just AddTorque. This hasn’t had much of an effect on the handling so I may revert the change. Read on
This week I: Updated Oversteer to use Unity 5.2.1 Added some test scenery Created a new version of the car control script that combines the acceleration/deceleration code from one script I’ve been working on and uses the code for turning the car from another. Read on
This week I did… Further work on car control for Oversteer Updated the Glossary to use CakePHP 2.7.5 Read on
This week I… Upgraded RF1 to use Django 1.8.5 Fixed a minor bug on RF1 Updated Oversteer so I can play it with a PS3 controller (which better mimics a phone in terms of input) Read on
Still working hard on car control and physics Read on
This week I did… More work on car control and physics Added a virtual joystick to aid control Added a script to make the camera follow the car in a smooth way Switched to using “Visual Studio Code” as it’s a much nicer editor than MonoDevelop Read on
This week I: Created a new scene for the test track and corrected the orientation so that gravity is along the Y axis and not the Z. Made further tweaks to try and counter the over rotation when turning the car. Read on
More work on car physics… that is all 😉 Read on
I’ve not managed much this week but have mainly been focussing on car physics. Read on
This week I… Upgraded RF1 to use Django 1.8.4 Went to the Unity meet-up group and tried out a Samsung Gear VR More work on car physics – now trying out wheel colliders Read on
This week I’ve been doing a lot of reading and research on car physics… and that’s about it 😉 I’ve been reading: Brian Beckman – Physics of Racing Marco Monster – Car physics for games Punyawee Srisuchat – Development of a car physics engine for games Ted Zuvich – Vehicle Dynamics for Racing Games Read on
This week I’ve been working fairly solidly on the car control scripts for Oversteer Racing. At this stage there are three different things I want to try: Moving the car with transform.position and transform.rotation – the downside of this is that it conflicts with the physics engine in Unity. Reading around it seems that, if you want to use physics at all, then it’s best to do everything with physics in Unity. Move the car with... Read on
This week I… Updated Bubblision to use Unity5 and updated all the plugins Set up git repo for Oversteer Racing Created a basic start screen for Oversteer Racing Experimented with creating a test track and car model Read on
I’ve been on holiday this week so haven’t had much time to do anything. However, I… Updated the Glossary from CakePHP 2.6.3 to 2.7.1. This resulted in a few minor changes to remove some deprecated code but seemed fairly painless (so far). Read on
I’ve not managed to find much time to do anything except work this week. This is mainly because I’m on holiday from work next week and so have a few things I want to finish off before then. I did do a little bit of planning for my new game but that was it. Read on
This week I… Upgraded Django to 1.8.3 Code fixes to RF1 to handle cancelled races Read on
This week I… Did some 3D modelling for my new game. I’ve created a pretty quick 3D model for a generic racing car in Blender and it seemed to work out OK… or at least sufficient for my needs (especially as I’ve not used Blender before) Created some normal maps for the 2D models. Tested out the normal maps. Tried generating normal maps from the 3D model. Read on
This week I… Created some more preliminary artwork for my next game… so far I’ve got: Car artwork Lorry artwork Test track Tyre barrier Read on
This week I… Upgraded Bubblision to be a Unity 5 project, this included: New version of EchoLogin Core Framework, GameAnalytics, UnityTestTools I had to change some code to work with the new GameAnalytics Unity SDK only to then find it won’t work with Android until later this month Fixed some display issues Fixed some new bugs to prevent code trying to destroy objects that had been destroyed I had to change the mesh renderer on power-ups as... Read on
This week I… Finally deployed the link fixes to RF1 🙂 Upgraded RF1 to use Django 1.8.2 Started some preliminary artwork for my next Unity game Read on
This week I… Carried on with the removal of hard-coded links in RF1. Read on
This week I… Upgraded Unity to v5 and began converting Bubblision Carried on with removing hard-coded links from RF1 Read on
This week I… Created some new promotional screenshots for Bubblision Released v1.11 of Bubblision (this feature release allows players to skip a bubble by swiping) Added caching to the Mucky Creature web site Carried on working on the RF1 link changes Began work on the first Annual Return for my company Updated the blog with all the SunUps I’d missed 😉 Read on
This week I… Finally released the responsive design changes for the shop Carried on working on the RF1 link changes Read on
This week I… Carried on working on the shop responsive redesign… it’s a laborious process but I’m starting to see the light at the end of the tunnel Released version 1.01 of Bubblision. This is a bug fix release and mainly addresses the problem with the adverts. Carried on working on adding swipe support to Bubblision Read on
This week I… Carried on with the responsive design work for the shop Set up the Mac so I can do Android builds on the Mac (yay!) Started adding swipe support to Bubblision Fixed a bug with the ad handling in Bubblision Read on
I don’t feel that the last week has been particularly productive. All I’ve done is carry on working my way through retrofitting a responsive design to the shop. It’s still not finished but I am at least making progress. Read on
This week I started work on applying a responsive design to the AES shop. I don’t think the process is going to be easy or fun. The shop software really is pretty old fashioned in its templating and I’m having to fix some underlying problems in the software’s HTML before tackling the changes needed in my templates. Later on in the year I’ll review our use of this shop software. Read on
This week I… Launched the responsive redesign of the AES site Fixed another bug in RF1 Updated RF1 to Django 1.7.7 Updated Glossary to CakePHP 2.6.3 Read on
This week I… Fixed a bug in RF1 Updated RF1 to Django 1.7.6 Carried on with the work to apply a responsive redesign to the AES site and Glossary Read on
I’ve not managed to do much this week but I have started work on retrofitting a responsive design to the AES site and Glossary. This is something I’ve wanted to do for a while but Google’s announcement that being mobile-friendly will influence search results has prompted me in to action. Read on
This week I… Updated RF1 to Django 1.7.5 Launched RF1 for the 2015 season Read on
I’m really pleased to announce that Bubblision is now available on SlideMe: http://slideme.org/application/bubblision Up until now Bubblision has only been on Google Play but over the next few weeks I hope to add Bubblision to some of the other app stores. I also tried to register as a seller on Samsung Galaxy Apps but their site is currently rejecting signups. Bizarrely they set somewhat draconian restrictions on passwords… 6-15 alphanumeric characters but their site currently... Read on
Another busy week but I did manage to: Upgrade the shop to ZenCart 1.5.4 Upgrade the test version of RF1 to Django 1.7.4 Upgrade the Glossary to CakePHP 2.6.1 Reconstructed info for all the blog posts I’ve not done for the last couple of months… the record is now complete 😉 Analyse some stats for Bubblision Read on
Busy, busy, busy… still more prep work for the ZenCart upgrade. I’ve also started work on migrating RF1 to Django 1.7 as support for Django 1.6 will end later this year. Read on
Yet another busy week, all I managed to do was a bit more work on preparing for the ZenCart upgrade. Read on
Another busy week but I did begin working on a shop upgrade to the latest version of ZenCart (which was released on the 31st December). I don’t really enjoy upgrading ZenCart and you know you’re in for a rough time when the documentation states that its upgrade process “isn’t wrong, it’s just different”. Read on
The start of the year has been pretty busy and so I’m not expecting to be able to work on many other projects for a bit. However, this week I: Migrated the Glossary to CakePHP 2.6.0 Upgrade RF1 to Django 1.6.10 Set my goals for 2015 Read on
Finally released the first version of Bubblision on the Google Play Store. I’ve a busy few weeks coming up so, with the release of Bubblision, I’ll let the dust settle for a bit before starting any more sprints on any projects (new or existing). I’ll keep doing the SunUps though as I can’t imagine I’ll get some time off 😉 Read on
Happy New Year! Some tasks completed during this week: Released a final alpha of Bubblision Released the first production version of Bubblision on the Google Play Store! Prior to release I updated links and dates Read on
Released what I hope will be the final alpha of Bubblision before the initial release. Some tasks completed during this sprint: Fixed a number of minor bugs Updated GameAnalytics and Google Play Services Added privacy policy Updated list of play testers Created (and added) a sound for levelling up Some other things I did: Celebrated Christmas 🙂 Started work on the company website Read on
Some tasks completed during this week: Created a draft privacy policy and updated in game links Fixed a bug with scores not being shown correctly on “level up” screen Fixed a bug causing the “Paused” label to be shown when reloading Made sure the matches required text is updated when loading a game Updated GameAnalytics to version 0.6.8 Upgraded Google Play Game Services to version 0.9.11 Added a different shader to the bubbles from CoreFramework... Read on
The main achievement for this sprint has been releasing a third alpha of Bubblision – this latest alpha introduces the new level system. Some tasks completed during this sprint: Created the level system Changes some of the particle effects Limited power-ups to only showing after level three Record the highest level a player reaches Added a “Paused” message when paused Created a pop-up screen between levels Other tasks: Added a blog post to the company... Read on
I’ve been working on the level system for Bubblision. It’s not finished yet but I still hope to issue another alpha build by the end of the sprint. Read on
I started implementing some of the feedback from the alpha testers during this sprint. I’ve not reached the point where I can release a third alpha yet but that’s the main aim for the next sprint. Some tasks completed during this sprint: Moved the GUI for identifying the player bubble below the release point Moved the score text around to improve the look of the game screen Updated Google Play Game Services Started work on... Read on
Had another reasonable sprint and made good progress, including releasing the first (and second) Alpha of Bubblision. Some tasks completed during this sprint: Reworked the Google Play Game Services screen Tweaked design of “Log out” button Released the first Alpha of the game to my group of testers (12/11/2014) Auto-submit scores on logging in (feedback) Design tweaks to “Play” button (feedback) Refactored the AdMob integration to fix a bug where an ad might appear on... Read on
Some tasks completed during this last week: Added a separate scene to handle log in Added log out button and functionality Made few changes to the store listing Read on
I managed to put in a bit of time on the game this week and am quite pleased with progress. Some tasks completed during this sprint: Added Google Game Play Services Created a Leaderboard Posted scores to the Leaderboard Created some more promo images for the store listing Other tasks: Upgraded live RF1 to Django 1.6.8 Read on
I didn’t get much time to work on Bubblision this week. However, I did: Do a test upgrade to Django 1.6.8 for RF1 Start work on migrating the AES Glossary from CakePHP to Django I’ve decided that there doesn’t seem to be a good reason to carry on using CakePHP for the AES Glossary so I’m planning on migrating this to Django. I’ve some other projects for the AES site and I just can’t face... Read on
Having had no time to work on the game last week I managed to find some time this week. I’ve also come across a couple of tricky bugs which, having solved, I’ll blog about separately (when I find the time). Some tasks completed during this sprint: Added ads from AdMob to the game Configured test ads for my devices Made some design changes to the various game screens Update: now blogged about one bug: How to:... Read on
It’s fair to say that I’ve not managed to do any work on Bubblision over the last week. I’ve had a number of other things on and it’s just been one of those weeks. Read on
Well, this is something of a milestone as I’ve now been working on Bubblision for over a year. It’s quite surprising that I’ve been working on this fairly simple game for that length of time but, in reality, my time-sheet shows I’ve put in a total of 150 hrs (or 12.5 hrs a month) on the game. The truth is that with so many other commitments it’s difficult to find a lot of time to... Read on
To be honest it’s been an absolutely rubbish week and, due to a number of other things, I’ve not really felt like doing much on Bubblision. That said, I did implement a fix for the over-lapping bug and I’m hoping this solves the issue. Basically I’ve had to give up with better ways of improving how we detect collisions (this didn’t appear to be a problem anyway) and have taken a more direct approach to... Read on
Some of the things I did this week: Added trails to NPC bubbles at higher colour streaks Signed up to AdMob Did a Web build of the game so I could show it at the Unity Meet-up tomorrow…. eek Finished reading Theory of Fun for Game Design (3/5) Read on
Some tasks completed during this sprint: Finished the save/load game functionality Game is saved automatically on pause and on exit When opting to play a game you now get a choice or load a saved game or start again Added a setting screen (moved sound and accessibility settings to it) Added code to improve the accessibility of the game Updated RF1 to support double points at the end of the season (also added an integration... Read on
Some of the things I did this week: Finished the save and load game functionality Made the behaviour of the last NPC bubble a bit less erratic 😉 Added code to number the NPC bubbles as part of the changes required to improve the accessibility of the game Finished reading Jacked: The unauthorized behind-the-scenes story of Grand Theft Auto (4/5) Started reading Theory of Fun for Game Design Read on
Some tasks completed during this sprint: Added some code to try and fix the overlapping NPC bubble bug Added sound for erratic movement of the final bubble Made a good start on adding save game functionality Finished reading Free: How today’s smartest businesses profit by giving something for nothing (4/5) Started reading Jacked: The unauthorized behind-the-scenes story of Grand Theft Auto Unfortunately I couldn’t make the Unity Meet-up this month (something came up at the... Read on
Some of the things I did this week: Added some code to try and fix the overlapping NPC bubble bug Added sound for erratic movement of the final bubble Finished reading Free: How today’s smartest businesses profit by giving something for nothing (4/5) Started reading Jacked: The unauthorized behind-the-scenes story of Grand Theft Auto Read on
Some tasks completed during this sprint: Show players the colour the next player bubble will be Investigated bubble overlapping bug Made the remaining bubble in a single bubble remaining scenario more erratic in its movement Destroy player bubble if a power-up is hit (user feedback) Read more of Free: How today’s smartest businesses profit by giving something for nothing Read on
I’ve been on holiday so the only relevant thing I did this week was: Read more of Free: How today’s smartest businesses profit by giving something for nothing Read on
Some tasks completed during this sprint: Capped the score multiplier at 16x Updated code so the multiplier is only used on colour matches Registered for a developer account on the Play Store Set up my KeyStore for signing my APKs Uploaded the current APK as an Alpha to the Play Store Read more of Free: How today’s smartest businesses profit by giving something for nothing Read on
Some of the things I did this week: Capped the score multiplier at 16x Updated code so the multiplier is only used on colour matches Registered for a developer account on the Play Store Set up my KeyStore for signing my APKs Uploaded the current APK as an Alpha to the Play Store Read more of Free: How today’s smartest businesses profit by giving something for nothing Read on
To be honest “the wind has gone out of my sails” this sprint, it’s been really hard to get going again after the staggering delays associated with getting a bank account for the business. Even though this is now sorted out the enforced hiatus means it’s been a bit difficult to find the motivation – it’s strange how external factors can rapidly demotivate you and sap your energy. Some tasks completed during this sprint: Update... Read on
It’s been a bit of quiet week this week as I’ve been largely hamstrung by not having a business bank account. That said, I now have a bank account…. finally! It’s not like anything about the application has been contentious it just seems that the bank is spectaclarly slow. Still, I now have an account and can start signing up with ad networks and so on. Read on
Some tasks completed during this sprint: Wrote three integration tests More play testing A few other things I did: Continued to try and set up a business bank account… sigh Created some test fixtures for the Identifier Read more of Electronic Brains Read on
Some of the things I did this week: Finally created some integration tests for Bubblision. I’ve only done two so far but it’s a start. Went along to the monthly Unity meet-up – a talk on editor extensions. Great talk and an excellent night. Did a test upgrade of the Glossary to CakePHP 2.5.2 (from 2.5.1) Prepared test fixtures for the Identifier tool prior to attempting to upgrade it from the CakePHP 1.3.x branch to... Read on
Some tasks completed during this sprint: Updated the design of the game spikes Updated Unity Test Tools to 1.3.1 Updated GameAnalytics to 0.6.3 Changes some of the shaders to more mobile friendly ones A few other things I did: Returned forms to the bank for my business account Read more of Electronic Brains Read more of Unity 2D Game Development Read on
Some of the things I did this week: Finally got the forms for the business bank account from NatWest. Having done the initial sign-up online it’s pretty frustrating to wait two working days for a phone call then three more working days for them to email you forms to print out, complete and post back to them. It’s also the first form I think I’ve ever had to complete that switches back and forth between... Read on
Some tasks completed during this sprint: Adjusted NPC bubble speed depending on the number of bubbles remaining Redesigned the end game screen Tried redesigned the playing area (still don’t like it) Updated NGUI to 3.6.1 A few other things I did: Went to a UKIE session on tax relief for games development Went to the Bristol Games Hub monthly social – excellent talk on sound and music in games Tried to set up business bank account…... Read on
Had a pretty busy week so only completed a couple of tasks this week: Went to the Unity meet-up and heard a good talk on Shaders Did a bit more research on business banking Created a logo for my company that I’m fairly pleased with… I’m going to review it in a week or so and see if I’m still pleased with it. Read on
A few other things have conspired to take up my free time recently so I barely accomplished anything on Bubblision during this sprint: Updated GameAnalytics to version 0.6.2 Updated EveryPlay to version 1.8.0.1 Did some play testing A few other things I did: Upgraded RF1 to Django 1.6.5 Set up a company 🙂 Waiting for a letter from HMRC to register the accounting start date but the company is officially registered and I’ve had the... Read on
Some tasks I’ve completed this week: Upgraded the shop software so it supports PHP 5.4. Helpfully my host produced a zip of the changed files which I could compare with my own changed versions of the files so I could be sure I’d applied the same changes. I’m still stunned that the ZenCart devs haven’t provided an interim release of ZenCart that’s compatible with PHP 5.4. Made some code changes to RF1 so it supports... Read on
During this sprint I managed to finish a few things on Bubblision: Fixed the jerky motion issue – turned out the problem was my use of FixedUpdate. FixedUpdate updates the display on a fixed time interval which is all well and good except if the FixedUpdate is out of sync with the visual update on the device. If the two are out of sync then the result is jerky motion. The solution is to switch... Read on
Things I’ve done this week (it’s been a busy one): Went to the Bristol Games Hub Unity Meet-up – really interesting talks and demos. Looking forward to more regular meet-ups. Went to the Bristol Games Hub and Full Indie UK showcase evening – some great games on show. I enjoyed the evening but left feeling a bit demoralised as the games in the showcase were all a lot better than Bubblision. I’d like to be... Read on
During this sprint I managed to start a few things on Bubblision but didn’t finish any major items: Did some play testing Read a tutorial on integrating Google’s game services and specifically AdMob Made some changes to the shaders I use to improve performance Reduced rigidbody radius of the player bubble Spent a lot of time investigating the jerky motion you can sometimes get on game start up. The issue is intermittent and better/worse at... Read on
Things I’ve done:- Made some changes to how country leagues are displayed in RealityF1 Improved the handling of old but returning players in RealityF1</ul Read on
I think it’s fair to say that this sprint has been a bit of a disaster in terms of working on Bubblision. I was away for a week and, prior to that, had a number of other projects vying for my attention. As a result I did next to nothing on Bubblision. The few tasks I did do: Updated the Unity Test Tools plugin to the latest version Read some tutorials on Integration testing in... Read on
As predicted I’ve not done anything on Bubblision over the last week. I have done a few other things though: Tweaked some of my backups on Amazon EC2 I’ve made some minor updates to RealityF1 Worked on the Back Link profile for one of my sites Read on
In the last sprint I completed: Stop new bubbles overlapping Made re-instantiated bubbles faster Stopped the ‘slow down’ power-up being shown when only one bubble remains Cleared power-ups when the last bubble has burst (i.e. end of the game) Tweaked the text colour used in the ‘end game’ screen Read the Unity documentation on testing Play testing A few other things I did: Did some analysis on link profiles and thin content (SEO) for one... Read on
It’s been an interesting week and I’ve been working on a wide range of things: I’ve moved more of my backups to Amazon EC2 I also wrote some notes on how to set this up so it’s less of a chore next time 😉 I upgraded the Glossary so it’s now using CakePHP 2.4.6 I’ve made some minor updates to RealityF1 and done the scores for the first race of the season I’ve also done... Read on
As predicted I didn’t have much time to work on Bubblision during this sprint. I did manage to: Review some of the ad networks (I’m currently thinking of using Google’s AdMob) Work on the final game screen Add the current high score to the main game screen A few other things I did: Added a couple of new awards to Reality F1 Did some work on the Glossary as I found a bug when working... Read on
As expected I spent all of last week working on my fantasy F1 game and launching it for the new season. I’ve had about 100 sign ups in three days which is pretty good. I hope to get a bit more done on Bubblision next week but am committed to doing a few other things on some of the evenings so time will be short. Read on
As expected, I didn’t have a huge amount of time to spend on Bubblision during this sprint. Tasks completed this sprint: Sorted out the scaling for different screen resolutions Removed the old code for adjusting camera size on the menu screens Created/improved GUIs and screens Home screen Help screen Credits screen Game screen – addition of logo and score etc Added functionality to toggle the sound on and off SunUp #14-08 Spent most of my... Read on
This has been a pretty hectic week and I’ve not got much done on Bubblision. The two tasks I’ve completed are: Upgraded GameAnalytics to 0.5.9 Installed Unity Test Tools The main reason I’ve not got much done is that I’ve been working hard on RF1. The new F1 season is rapidly approaching and it’s the second pre-season test this coming week. I hope to launch the competition after that test and there are a number... Read on
I got a few things done this week. Most importantly I think I’ve now resolved the annoying duplicate player bubble bug that I’ve been trying to solve for a few weeks now (further details). This week I’ve finished: Give restored NPC bubbles an increased speed Fix duplicate player bubble bug Code tidy up Investigated how to pause the game Read on
After a slow start I managed to get a few things done during this sprint. I’ve still been unable to fix the duplicate player bubble issue and this will have to roll over to the next sprint. I’ve a few things left to try, including a rewrite of the code, as a lot of the other things I’ve tried haven’t worked. To date I’ve tried making the player bubble a singleton, trying to detect and... Read on
I’ve still got a fair few things going on so I’ve not got as much done as I’d hoped… Perhaps this will be the trend for the first part of 2014 as the F1 season is just around the corner so I’ll need to start working on RF1. This week I’ve started the following tasks but not completed any: Player bubble collision with power-ups Fix duplicate player bubble bug Other tasks I’ve completed: Updated the... Read on
I didn’t have as much time to work on my projects as I’d hoped during this sprint. The sprint overlapped with the New Year and also me needing to mark some of my students’ assignments. As a result I probably had only half the time I usually have during a sprint and so I finished fewer tasks. Tasks completed this sprint: Fixed a bug which led to the score increasing if the player bubble burst... Read on
Welcome to the first SunUp of 2014. As you might expect, it’s been a busy few weeks as we’ve been visiting relatives over the festive season and so I’ve not got as much done as I’d hoped. It was fun though. I’ve decided to change the numbering of the SunUp. As this is an ongoing thing I thought it would be useful to be able to look at the SunUp number and work out what... Read on
This sprint was disrupted as the last week coincided with Christmas so I didn’t get to spend as much time on the game as I’d hoped. However, I did complete a reasonable number of tasks although didn’t finish some of the big tasks associated with “power-ups”. Tasks completed this sprint: Decide on power-up types Create icons for power-ups Show score in game screen Populate remaining scenes with GUI etc Game GUI – score Store player... Read on
Last week I completed the following tasks, it was a pretty good week but (as mentioned when I started this sprint) it’s likely to be cut short due to Christmas etc. Decide on power-up types Create icons for power-ups Show score in game screen Populate remaining scenes with GUI etc Game GUI – score Store player data Add points graphics Game score on final screen Read on
Well, Sprint 5 actually went rather well, so well in fact that I completed all the tasks I’d assigned to the sprint and also a few more besides. One of the tasks I hadn’t planned to complete this sprint was implementing analytics on the game. Mobile games track a lot of data about how players use their games (whether the player realises it or not) and this guides a lot of the decisions about how... Read on
The last week I completed the following tasks on Bubblision: Add sound for NPC bubble collisions Add sound for player bubble burst Add sound for NPC bubble burst Add sound for collision between player and NPC bubble Slow down NPC bubbles if colour matches colliding player Regular readers might realise that the above represents all the tasks for sprint 5… so next week I’ll be working on the next tasks in the list. Other things... Read on
Wow, these sprints are rattling along! It’s the end of Sprint 4 already and I completed all the stories. Towards the end of the sprint I came across a rather frustrating issue with the collisions in the game but this turned out to be something I’d overlooked and easy to fix… albeit after spending a couple of hours researching Unity’s collision detection and reviewing all my code. I’ll write a blog post about that separately... Read on
The last week has been pretty busy at home but I still managed to get a reasonable amount done on Bubblision: Player bubble burst particles Player bubble burst and reinstate Instantiate NPC bubbles at run time Detect touch position based on game area and not pixel dimensions Did a test Android build and checked tap detection Other things I did: It’s the end of the F1 season so I did a number of things to... Read on
Well, I have to say that I didn’t think I’d complete all the tasks I’d allocated to this sprint. The tasks themselves were a bit tricky and on top of that a combination of people visiting us, the kids having colds and me having to do some unexpected work on another project meant I didn’t have much time to devote to this sprint. That said, I managed to complete the tasks and I’m pleased with... Read on
For a variety of reasons I’ve not had as much time to devote to my game project as I’d hoped this week. As a result I’m a bit behind where I’d like to be in terms of the current sprint. That said, I still managed to complete a couple of tasks: The non-player bubbles now burst (albeit the particles still needing a lot of work) and are removed from the game area if they reach... Read on
It’s the end of Sprint 2 for Bubblision and I’ve completed all the tasks and fixed a few early bugs. One of the major tasks this time was to do the first Android build and seeing the first dev build on my phone (even though it’s not playable) was a big milestone. Set up Pivotal Tracker Adjusted game area NPC bubble collisions Background art work First Android build Stop NPC bubbles getting stuck at the... Read on
Set up Pivotal Tracker for Bubblision Added all Bubblision stories to Pivotal Tracker and ordered the majority in the Back log “Nice to have” stories added to the Ice box Set release markers for first Beta version and final release Made read-only Pivotal Tracker dashboard for Bubblision publicly accessible: Default view shows the stories in the “current” sprint and the “back log” but you can access the “Done” and “Ice box” lists too The current velocity is... Read on
Went to Bristol Games Hub and SW Mobile meetup: Talk from Natalie at Press Space PR Talk from Tomas Rawlings of the Games Hub on how to be an Indie games developer Talk from 100% Indie Demo camp Completed Sprint 1 of Bubblision (tasks this week): Movement of NPC bubbles Further changes to 3D assets including adding glows (lights) Created particle system for bubble bursting Wrote a back dated post on my objectives for Bubblision... Read on
My second SunUp already, I’ve no idea where that week went…. this week I: Carried on working on the sprint #1 tasks for Bubblision. I think, perhaps ambitiously, I’m ahead of schedule. Went to a meeting of the Bristol Unity Group at the Bristol Games Hub. Read a bit more of Casual Revolution Looked at improving some Apache redirects for the Glossary project. Read on
I was reading a development blog the other day and one nice thing they did was post FriUps (Friday Updates). The FriUps give a quick summary of the things they’d been working on that week. I liked the idea and, as I’m working less conventional days/hours, I thought I’d do SunUps (Sunday Updates… do you see what I did there?). So, this week, I … Started the first Bubblision sprint Got to grips with Git... Read on