We just couldn’t launch a major update for Outwitters without giving the trailer a face lift. Those jaw-dropping scrambler maneuvers are actually real replays from forum regulars Apple 9763 and Alvendor.
Coming in March: Outwitters 2.0 with faster load times, better frame rates, and cross platform play between iOS and Android! For an email reminder on launch day you can sign up for our mailer, or follow us on facebook, twitter, or this very blog.
This week our Outwitters 2.0 beta testers may have noticed Alex uploading what we like to call release candidate builds. Barring any emergency fixes, this thing is on its way! We’ve set a loose release date window for the first half of March (trying to time the iOS update with the Android launch), and I’m working on cutting together a new trailer today.
While we were capturing footage, we remembered a few pretty awesome replays from our forum regulars. You guys might recognize a couple of your own power plays in the new trailer.
Little improvements and patches are trickling in to Outwitters 2.0, including a little extra love to the old base death animation.
Alex is working his butt off getting things straightened out between all these Droid and iOS devices, but he’s set a personal goal to have everything working by the end of next week. Definitely a tougher port than we expected when we set off on this adventure, but it’ll be worth it when iOS and Android buddies can finally duke it out.
I think I’ve used this post title before, but I like it too much not to use it more often. Just got a beta build out yesterday that finishes implementing all the menus (so… many… menus) for the tablet version of what we’re calling Outwitters 2.0. Still bug squashing and working in the death animations and sound effects, but we’re almost there!
Alex would like me to remind you to follow us on twitter, where he posts new developments more frequently than we do here, often using significantly less words! Just yesterday he dug up these old logo designs from the embryonic days of Outwitters, when we were thinking about maybe just calling it Outwits.
Still creeping forward on the Outwitters port this week, inching ever closer to our big cross-platform release. Alex is wrapping up the iPad/tablet versions of everything while I recreate the old tutorial animations in the new engine. It’s all taking about twice as long as we expected, but the upshot is we’ll have a great framework in place if we decide to make another turn-based strategy game.
We’re just about to start the spit and polish portion of development, and both of us are super-excited to get this thing out into the world next month.
We’ve been working pretty hard on wrapping up our Outwitters port to Android. Not to leave our iOS users in the dust, this update does a lot to bring Outwitters up to speed on iOS as well. Some of the new features coming to both platforms:
- Higher frame rates for smoother animations
- Faster push notifications, allowing for ‘blitz’ play, where one can sit in-game and simply wait for a turn to refresh their game board live!
- Minor touch-ups and add-ons to UI, such as viewing your friends’ rank before inviting them to a game.
- Faster transitions/loading between game and main menu
As well as iPhone 6/6+ support for iOS. Anyone that wishes to take our beta for a spin and give feedback/report bugs on Google Play or iOS please sign up via your respective platform in our beta thread.
The Gauntlet’s Revenge switch to free to play on Android was a bit of a distraction, but we’re back on track with the Outwitters port. This past week the map backgrounds were all rebuilt to resemble the originals as closely as possible (though I did improve the twitchy egg animation for Reaper & War Garden – you’re welcome). According to Alex, we’re still set to have it all wrapped up by the end of the month. That may mean a February release rather than January like we intended.
As for January being prototype month for Game 5, that ship seems to have sailed. My work stack for the port is a lot smaller than Alex’s, so for me it feels like waiting for Christmas. I’ve got like eight turn-based strategy games prototyped, so I’ve shifted focus to something I’ve always wanted to experiment with: an adventure game with a story. It won’t be game 5, but it’s fun to play around with.
Want to try out bleeding edge (mostly working) software? The beta for the next Outwitters update that’ll eventually bring Outwitters to Android is now live for iOS. If you’re interested in helping out and taking it for a spin, head over and sign up. Details on the beta requirements and what it means for your current Outwitters play can be found here.
With Gauntlet’s Revenge, it was brought to our attention that we should try modifying our Android icons to look more “Androidical”. Rounded corners are an iOS thing, and Android lets you use all kinds of weird shapes. That suggestion led to this modification of the Outwitters icon for our upcoming Android port.
We’ve squeezed in an iOS price drop before the App Store’s annual holiday lockdown. The Tilt to Live Tilty-Tilt Boom Boom Bundle will be available throughout the holiday season for just $3.99 USD (normally $5.99). So for a buck more than it costs for one Tilt to Live, you can grab all three! Would make a handsome gift for anyone unwrapping a new iDevice in the near future. Wink.
Alex is still locked away in his laboratory working on the Outwitters Android port (which is being discussed in more detail over here). That project doesn’t require any new artwork, so I’m left to my own devices for a while longer. To date, I have 7 different turn-based multiplayer games working as paper prototypes in Adobe Illustrator. Alex shifts his focus to prototyping in January, so we’re on track to have a good, large pool of projects to choose from.
I just realized that by the time we shift into production for Game 5, I’ll have been paper prototyping and marketing for more than 3 months. I have not opened Unity since early October. Hopefully I’ll remember how to do my job…