Wednesday, 24 April 2019

Online progress log

I am placing the project's to-do list and
change logs online publicly using Trello.
This way, people can see what is being done,
what feedback is being taken on board and
what to expect in future updates.
https://trello.com/b/OCXwtSyB/hyper-flight



Monday, 22 April 2019

A podcast with Matthias Lenardt

I recorded a podcast about my games development with the wonderful Matthias Lenardt. This man has been of great help to me over the last couple of years with his wise and kind words. It was a pleasure to finally speak with him in virtual person over the internet.

Monday, 15 April 2019

Music Music Music

On the lead up to release, I have been making music for the game.

It took a took time to get started on this piece of music. It sounded like a big mess after a few hours but over the course of the day it slowly came into focus.

https://soundcloud.com/lewis-graham-fitzjohn/lift-from-hyper-flight

Friday, 12 April 2019

Preparing for steam release

I have submitted Hyper Flight to Valve for its Steam release later this month.
The Steam store page has been approved.
Here it is.
store.steampowered.com/app/1039430/Hyper_Flight/

I will need to include controller support in the pause menu in order to advertise controller support on the store page. I intend to do this as use of a controller is recommended to play the game well. So adding controller support to the menus generally will be my next task.

I have also been working on some music. Here it is a link to a track that I made recently

https://soundcloud.com/lewis-graham-fitzjohn/congatron-nation

Monday, 1 April 2019

I'm happy to announce that Hyper Flight will be released on Steam early access this month.


Saturday, 27 October 2018

Solar System Map

Today I created some user interface things. It was a lot more fun than I was expecting.
I created these cards for the world selection screen (which gave me some big ideas!)

I also worked on the pause menu and added a bunch of functionality to the game, including a re-starter state machine, with the aim of bringing a bit more flow to the experience for the player.