Space Mission: Survival has been updated and is available on the Apple, Google, and Amazon app stores. This update adds support for the Italian and French languages. Space Mission: Survival now supports 8 languages!
A rather large update to the mobile version of Space Mission: Survival has finally been released on the Apple App Store, Amazon Store, and Google Play. After about a month of work on the update, Version 2.0 is live! Changes include:
- Larger UI for smaller devices (phones)
- Additional Achievements
- For iOS, partial Achievements
- Support for multiple languages… English, German, Spanish, Chinese, Japanese, and Klingon. That’s right… KLINGON. Other languages coming soon.
For those interested in the development side, SM:S is written in CoronaSDK, and has the following features:
- The language translation features were developed using the plugin I wrote called GBC Language Cabinet. You can use it too… it’s available on the Corona Market for FREE.
- Persistent data is being managed by another plugin I wrote called GBC Data Cabinet. Again, another FREE plugin for Corona Developers to use.
- I implemented IAP using a plugin called IAP Badger. A great plugin to make in-app purchase development easy. Support is great too.
I’ve been a bit quiet lately, and since this is the end of the month, I figured this is a good time for an update to go over what i have been working on.
I took a break for a couple weeks after Ludum Dare 35, and started up again in mid April. I was all set to continue working on the update to Space Mission: Survival, currently named “SMS: The Next Mission“, but I am still in a bit of a funk deciding what I want to add to the Shmup version of the game. The 70s and 90s version is pretty much complete, except for some tweaks. Until I figure out exactly what I want to see in the Shmup version, I decided to work on some updates to the original mobile version of SMS.
The mobile version was written back in 2014 and one of the features I coded, but did not utilize, was language support. I decided it was a good time to add language support now. Late last year, I wrote a Corona plug-in called GBC Language Cabinet that made it easy to add support for additional languages. Works like a charm… it’s also free for Corona developers. I spent a few hours adding language support to the game via the plug-in, and several days adding language support to the iOS and Android app stores in preparation for the update.
There’s a few other things I wanted to add to SMS, so I decided to keep going and make this upcoming version a massive update. Some improvements you will see, others are internal. Other obvious visible improvements are better support for smaller (ie. phone) devices, and some bug fixes.
Using GBC Language Cabinet is so easy, but while using it for this update, I noticed there are some other things I want to add that will make this plug-in incredible. I am seriously thinking of continuing development on this plug-in and releasing a “Enhanced” version as a paid version (keeping the free to use option also available).
SMS: The Next Mission is still on my radar, and I hope to get back to it very soon. The mobile update should be completed soon, and then I will decide whether to continue development on GBC Language Cabinet Enhanced. If yes, then SMS comes a bit later. If no, sooner.
I am sure I am not the only developer with a bunch of ideas, partially developed apps, or proof of concepts “on the shelf”. For some reason I seem to have quite a few.
- I recently played around with a few concepts that I could not roll into a game I wanted to develop. One was a card game, another was some LiquidFun functions. They are now on the shelf for a later day.
- I have a game a started 4 or 5 times over the past 3 years. I think I have the basic idea worked out, but I am still trying to figure out the finer points. So, it’s been on the shelf for over a year without looking at it. I really want to finish this one.
- My recent project, the rewrite of Space Mission Survival, was recently put on the shelf. I liked where I was in the development process, but decided a rewrite wasn’t going to be enough to get anyone to play the game on the PC or consoles. It’s been on the shelf for about 2 weeks, but I recently dusted it off and it’s back as my project Du Jour.
Space Mission Survival Off The Shelf
My latest thought is that the rewrite of Space Mission Survival for consoles and PC will be a more high-intense, fast action game with power-ups, multiple enemy types, and multiplayer action. This is a bit different than my original thought of developing a straight port, but I think its the way to go. I still love the game play of the current Space Mission Survival, so I think I am going to add this “classic” mode to the new version. Two… two… two games in one!
Since taking this project off the shelf, I yet again decided to start over (as I always seem to d0), but kept as much code as I could. Lots of code was reused, but there were instances where new stuff I learned greatly improved ways to do things, thereby reducing code. InvokeRepeating is awesome, and taking advantage of Mechanim for simple animations is another time saver. Going to add some particle effects too!
I was planning on using CoronaSDK to develop a bunch of smaller mobile games this year. I did release one game in January. The Unity development of Space Mission Survival may impact the development of some Corona projects, but we’ll see.
One of the reasons why some of my apps go back on the shelf is that I am easily discouraged (due to limited feedback) and quick to change gears (finding something new, exciting, and challenging). Right now I am into developing Space Mission Survival, but we’ll see.
Maybe I’ll pull one of the other things I mentioned off the shelf as well… we’ll see.
I have never released an announcement, video, or screen shot of any of my apps prior to release, but I am going to give it a try now. I’m actually a bit nervous.
So without any further delay, here is a brief video of my upcoming game, Space Mission: Survival.
Space Mission: Survival is a retro space-themed arcade shooter. In the game, you have 10 seconds of fuel per level to destroy the alien ships and save your astronauts. The game is over when either all your ships are destroyed or all the astronauts are lost.
- Retro gameplay… you actually try to score points to get a high score!
- Retro sounds
- Arcade-like attract modes
- Support for different languages
- Achievements and Leaderboard support
- Facebook and Twitter bragging