Showing posts with label iphone. Show all posts
Showing posts with label iphone. Show all posts

Tuesday, June 29, 2010

Submitted!

Championship Ultimate has been submitted to the Apple iPhone App Store. I don't know how long it will take for them to approve it, but I put in a tentative release date of July 2nd. Over the past month I've put in a LOT of work finishing and polishing the game, and I think it really shows.

Wednesday, June 2, 2010

Tuesday, May 25, 2010

AI Gameplay Video

I've done a lot of work recently on the AI. In fact, I completely rewrote the decision making system from scratch. It's much more reliable and has fewer bugs now.

I recorded a video that shows the AI playing a point without any human interaction. Obviously it can still get more sophisticated (especially on defense) but it's a good start. I'm also showing off the new menus.

Sorry about the bad video/sound quality.

Tuesday, April 13, 2010

Various Bits

I'm closing in on a release, and while I'm still hard at work, all that's really left are a bunch of smaller details. So, I'm going to cut down the number of updates here, because it's really only fun to write about big features.

But anyway, here are some things I've worked on recently:

Improved camera calculation (often closer now), added more drills, fixed bugs in input system, added demo playback speed setting, most of the time layout d's will knock the disc away, fixed throwing bugs, tweaked flight physics and AI throwing power.

Made super cool animated menus, added documentation for the controls.

I'd also like to get back to writing about other things, so this may be less of an iphone specific blog soon enough. But, rest assured that the game is still being worked on and will be ready "soon".

Tuesday, March 30, 2010

Style

Monday 3/22: Saving user-created teams.

Tuesday 3/23: Make throwing controls more forgiving. Added in-cut drill. Added variable player skills (i.e., difficulty levels).  Added settings page.

Wednesday 3/24: Ability to save settings. Only throw to the player when they call for it.

Friday 3/26: Add more teams. Can choose both teams in an exhibition game.

Tuesday, March 16, 2010

Let's Hear It For The Boy!

Tuesday 3/9: Various small tweaks.

Wednesday 3/10: Start work on getting male player model working again.

Thursday 3/11: More work on male player model.

Friday 3/12: Finish up male player model. Fix memory leaks and add new system for texture caching.

Monday 3/15: Add division selection (open or women). Fix bugs related to team colors. AI learns to beat the poach!

I personally like these big logos in the game, since it's hard to see a smaller logo on the iphone screen. But, if any team wants their logo smaller, just holler at me.

Cornell Buds, Missouri S&T Miner Threat, Replicants




Tuesday, March 9, 2010

There's A Riot Goin' On

Here's the virtual Seattle Riot:


The male player model isn't finished yet, so I don't have an example for the Open teams. (Of course, some Open teams have female players, but I don't want to assume...

Sunday 3/7: Add mechanism for loading pre-made teams.

Monday 3/8: Add light jerseys in addition to dark.

Friday, March 5, 2010

If only real life Ultimate had a "throw it to me" button

Tuesday 3/2: Added more announcing sounds (game intro, game end, stalls, handblocks).

Wednesday 3/3: Fixed bugs related to menus, calling for the disc, throwing. Unification of throw calculations for in-cuts/hucks. Fixed players getting stuck in the air sometimes.

Thursday 3/4: Tweaked AI throwing power. 

Friday 3/5: Redesigned 'choose team' UI with integrated preview.

Thursday, March 4, 2010

Uniforms

Thanks for the uniform submissions from everyone so far. I'll put up screen shots of them in action at some point.

Monday, March 1, 2010

Small update

Wednesday 2/24: Added bracket play.

Thursday 2/25: Improved bracket play.

Sunday 2/28: Color selection screen loads much quicker. Added saturation slider. Added training demos. Fixed gamestate reset bug related to input (buttons being left on).

Monday 2/29: Added "throw it to me" button.

Tuesday, February 23, 2010

Bucky v2

Friday 2/19: Fixed some announcing bugs. Performance / memory fixes.

Sunday 2/21:  Improved Bucky model based on feedback from Bucky. (Thanks Bucky!)

Monday 2/22: Improved rendering algorithm (triangle strips).

Tuesday 2/23: Added player numbers on jersey. Camera tweaks. Work on tournament bracket play.

Thursday, February 18, 2010

Dress Up Bucky!

Wednesday 2/17: LOL I had the perspective calculation wrong this whole time, which caused the players to look short and fat. FIXED. Improved the model's UV mapping. Added a uniform preview button. Lots of little fixes and visual tweaks. Exhibition games configurable.

Thursday 2/18: Added jersey/shorts logos (with configurable colors).

 Lookin' fly

Tuesday, February 9, 2010

Cause it's eleven thirty and the club is dumpin', dumpin'

Monday 2/8: Added a throwing drill. Changed drill screen to a list view. Added drill timer and personal best recording.

Tuesday 2/9: Added dump cut drill. Work on AI dump throws. Added demo recording to drills. AI leads the target more accurately. Fixed Asa's crazy earthquake bug. Added debug option to show the AI's targets. AI turns to face where they are throwing. Lowered camera height a little bit.

Friday, February 5, 2010

Drill, Baby, Drill

Thursday 2/4: Improved toss mode AI. Added improved rotater button. Can now flick throws (if that's what you're into).

Friday 2/5: Made rotater button less sensitive in the middle. Fixed bug where a held down thumb could accidentally hit a new button when the UI changes. Randomly pick which team pulls to start the game. Added a framework for training drills. Added a dump drill and a simple running drill.


This is a simple drill. Run to all the markers as quickly as you can, then try again to beat your best time.

Wednesday, February 3, 2010

Addin' Some Polish

Saturday 1/30: Ever since I moved to a horizontal ("landscape") view, my coordinate systems had been a bit wonky. The graphics drawing basically had x and y-coordinates switched compared to the iphone's perspective. This made everything SUPER confusing, because in some places I added some code to switch it back automatically, and some other places I didn't. So, I never knew which was the x and which was the y axis. Today I figured out how to apply a global transformation to the entire view, so that the x and y match up for everything, which means I got to spend an hour switching everything back and removing all the bits of code that compensate for the weirdness. But boy, it was satisfying!

Started converting menus over to the native iPhone UI.

Monday 2/1: More work on menus.

Tuesday 2/2: More work on menus. Can now finish games. Simulating computer matches.

Wednesday 2/3: Harder to get hand blocks now. Finished hooking up tournament view and added some visual tweaks.  Added some visual feedback to the dpad and buttons. Better algorithm for spacing players on the line. New marking camera view.

Friday, January 29, 2010

Words words words

Wednesday 1/27: Work on restructuring to handle tournaments.

Thursday 1/28: Convert tournament schedule screen over to the native iPhone UI.

Friday 1/29: More work on tournament screen. Hook up tournament schedule to actual game.


Thoughts on the new tournament screen? Still not done, obviously.

Tuesday, January 26, 2010

Clever Title

Monday 1/25: AI reads the disc way better in the air. Better calculation of whether a throw is open.

Tuesday 1/25: Fix disappearing player bug. Defense needs to see the disc to poach D it. New tournament screen.


Obviously, these team names are pretty lame. Make up some good (PG) ones and e-mail them to me, or leave them as a comment.

Wednesday, January 20, 2010

Grainy Video Footage



Scoooreee Boaarddd

Monday 1/18: More work on sounds. Created a scoreboard and a neat blimp camera effect between points.

Tuesday 1/19: Can tap to skip through scoreboard. Fixed AI chasing after frisbee bug. Got AI players to jump for the disc. Fixed random turnover bug. Fixed player doing nothing if they weren't able to pick up the pull. (Sulking?) AI more aggressive about getting D's (including jumping for the disc).

Wednesday 1/20: Much improved frisbee chasing equations (AI plays nasty defense now). Fixed marking bug. More sounds.


Friday, January 8, 2010

After much stalling, I made a stall counter

Wednesday 1/6: Added a quick flip or push pass type throw. You don't need to pivot before you throw it, but it doesn't go very far. It's useful for dumps. Brought back transition animations, which should make things look smoother.

Thursday 1/7: Dump throw split into two different animations: high release backhand and push pass. HR Backhand has different release points depending on how it's thrown. Added some upward velocity to the pushpass to give it more hang time. Fixed bugs related to: turnovers, pulls, handler positioning, throw release points, AI throw targeting.

Friday 1/8: Added fancy stall counter. Fixed a few bugs.


This screenshot shows a high-release backhand to a handler at stall five.