My own game. Part 3
Disclaimer
Here is an article about how my friends and I wrote the game. We finished it and sell it, but it does not bring us money. However, it was very interesting and fun for us to do it, and I decided to share my memories. The article will have a minimum of technical details, I will not lay out the code, since it makes no sense to learn from it. This is a code of amateurs, not professionals, there is an error on a mistake. None of us has IT education and no one has ever professionally done programming. I will sometimes lay out the technical details, as without this, nowhere. I ask readers also not to post comments about what we are suckers, since it is a shame to read. Though true.
Other parts of the article
→ Part 1
→ Part 2
Chapter 5.1. Antiquity
Year at work turned out to be difficult. But mostly Fedor Mikhalych and Dimon were engaged in the game, so the load was lighter, and I concentrated on the child and work. Nevertheless, the boss called me from the head office in Paris and said that the bank closes my line of business in Moscow.
This is bad.
- But do not worry, we are not going to throw you. After all, 7 years together. Together with you, we started this business in Russia. Are you going to work in Paris?
- In Paris? - I did not say that I had long wanted to work in Paris like this, right away. It was necessary to fill his own worth, - This is a difficult question, I need to talk to my wife. Of course, I will go, I have long dreamed of working in Paris.
“But there are nuances,” said the boss after a short pause.
- BUT?
- To Paris is impossible.
“Got it,” I replied. I do not understand anything.
- Will you go to London? There you will work a little, and we will transfer you to Paris.
“I need to talk to my wife,” I replied. - I will go.

So, after six months my family and I ended up in London. It was hard to work on the game from different countries, it was even harder that the transfer to Paris began on rails, and in London we lived on suitcases, waiting for documents and an underwater train. For the game, in my free time, I made an interface. Drawn buttons, icons and fonts. It turned out ugly, but since the others did it even worse, and there was no longer any desire to invest a lot of money in hiring designers for the game after the release of a real X-coma for ayos.
“Scary,” said Fyodor Mikhalych. - gash in the game.
And in the beginning of autumn 2015, I moved from London to Paris with my family.

With work, even in Paris, it was not really - the bank closed the direction not because of Moscow, but for more objective reasons. At work, I was looking for a new job inside my favorite company, and at home I drew buttons and pictures for achivok. At that time, we played a lot of our game, honing our balance. The mathematical model of level balancing did not work much. Well, or we just built it, and, moreover, the “interestingness” of the level was incomprehensible. Therefore, we played and replayed a lot. It was decided to divide random levels into 3 levels of difficulty. The level of difficulty increased with the progress of the player in the game. And we measured progress by the number of completed story missions. So we spent the evening, playing different levels with different squad configurations.
Strange, but we liked the game. However, there is such a proverb, about its raspberry flavor. Somewhere at the same time, I finally drew traces of bullets when firing. Before that, the shots were invisible.
Closer to the new year, it was decided that the project should be completed. Redid a few pictures, polished text and launched in appstore. We didn’t do any special advertising campaign - we were very tired. Ordered a couple of articles on indie resources and all. I do not know what we expected at the time of launch. Similarly, do not get rich. All three of us continued to work on old jobs, and, finally, the end came (so it seemed then) to overtime work. And yet, it was cool to realize that we did make our game. We were simple bankers, we didn't know a damn about game development and programming in general, but we did it. We realized our dream. But the dream did not bring us wealth. The game was sold very sluggishly. There were no reviews in the appstore. On the forums where we posted it, sometimes they asked how to play it at all, despite
I had to urgently release an update with useful tips inside the game.

Somewhere by this time it became clear that I could not find work in Paris, and I had to go back to London, where my longtime colleague, who had headed a new direction in our bank, was waiting for me.

My wife and child decided to stay in Paris, because, first, it was unclear whether the new business line would take off in London, and life in London was very expensive, and second, the daughter went to school in Paris. I was renting a closet in central London, next to work, and on Friday evening, I would take a train to Paris from the office right away to spend the weekend with my family and come back on Monday morning. The train was almost 2.5 hours and it was very convenient to update the game. In principle, I didn’t have much to do at home in London either, and this also helped code. So we updated the game quickly. But the money did not increase. And we decided not to remember it anymore.
We have long thought what to do next. We liked to create the game, despite the unsatisfactory result from a financial point of view. However, the fatigue of long work, which did not bring rewards, was obvious: we could not decide on anything. There were a few ideas, we took them, but after a while they threw them. Such a drive, as during the work on the first game, no longer came. Dimon left the project a long time ago, and Fedor Mikhalych and I thought together. I started writing a new engine. With the support of high-grade lighting, normal maps, and in general, finally, 3D. It was not clear why. While I did not show what I finally got, Fyodor Mikhalych.
Chapter 5.2. Sometimes they come back
By this time, about one and a half years have passed since we launched the game for sale.
- There is an iPhone 10. If we want to leave the game on the side, we would have to adapt it to the ultra-wide screen. At the same time can we transfer it to your new engine? - suggested Fedor Mikhalych.
It was fresh. To do a long-term unfinished game. But why not? Moreover, my trip to London was coming to an end, a chair in the Paris office was on the horizon, and the idle life came to an end. Oh yeah, by that time Fedor Mikhalych already had 2 children, and I was expecting a second one.
I picked up the old, smelling code.
He was warm and supple to the touch. Soft and enveloping, with a bunch of meaningless abstractions and excessively bone specifics. I redid the rendering. Fedor Mikhalych made normal textures. I redid the fonts. Fedor Mikhalych polished text. I slightly repainted the interface. Together we adapted all game screens for the new iPhone. It was a bit boring, but very luminous.
This is how the picture looked, drawn by the old engine:

And so, the new:

The difference is not very noticeable in statics (lighting, shadows, normal maps on the floor and some models), but it is striking in the dynamics.
Even our scanty trees began to play with fun spring colors in a new lighting / shading model.

Since the project did not represent any commercial value, we decided to make the game free of charge.
And so, recently we have posted an update to the app. True, it was not without excesses, and this time: in the rush preparing the final release, we didn’t check his work on the most popular screen format, with a 16: 9 aspect ratio. and we just added support for the ultra-wide screen iPhone X. As a result, due to an error in the verification code of the ultra-wide screen, the interface for iPhone X was loaded on any iPhone. We noticed a bug quickly. Quickly sent an update to the review. A day later, the update was approved by Apple censors, and the correct version went off. But we received one email with a bug report. It was amazing - someone downloaded the game after the update.
In general, that's all. It was very nice to scroll through the history again. And it is time to leave the game alone, yet it is already more than 6 years old (from the beginning of the work). And in order to leave, one must bury, erect a monument and sing. We decided to bury them with the release of the last update;
We were good with you.
Thanks for all.