Tuesday, April 16, 2013

Version 0.3.0ap (proto-type)

I am currently in the process of converting all of my code from Slick2D to libgdx.  This decision was made to ensure that I will have no problems transitioning to other devices (from desktop to android initially, then perhaps iOS).

As of right now I have a good bit done.  Here is a list of what I have left of the conversion:

  • Items need to be put back in
    • Items graphics must be put back in
  • Shop menu needs to be converted over
    • Food no longer free for testing
  • Re-implement the title screen
  • Re-add the ability to name pet with libgdx multi-platform compatability
  • Re-add Yes/No confirmation box
  • Save/Load pet data
    • on loading, revisit how events are loaded while player was away
    • if player was away for too many days, all care taking stats (hunger/happy/poop) set to worst
  • Re-add options menu with libgdx's option saving features
  • Re-add training minigame
  • Re-add dancing minigame
  • And finally, sometime before going too much further decide on a solution for multiple device screen size compatibility graphical issues (ie: stretch makes pixels distort).
    • Possible solutions:
      • Letterboxing - cutting off some of the screen to maintain aspect ratio (currently 16:9)
      • Mipmapping - make images for largest possible resolutions and scale down when needed.
      • Create assets for all sizes - nightmare mode for the developer...
      • Filters - might make pixels too fuzzy though.


I'm excited with all the things libgdx is enabling me to do; I will update more when I get more done on this!


The game in its current state on my Galaxy SII - sorry for the poor quality jpeg