So the past week, I’ve been trying to get to the boring backend stuff out of the way, so I don’t have a lot to show off.
I finished connecting the game to Google Play, I set up the leaderboards, I finished up the progression, I added in the options menu to control the sound and graphics levels, and I’ve started work on the IAP.
The graphics options have solved the performance problems I was having. It can now be scaled to different devices.
I’m having a brutal time setting up the IAP, which isn’t surprising considering that this is my first time using it.
Unreal Engine doesn’t have access to cloud saves yet, so I’m having a rough time figuring out how to store purchases in the case of device changes and such. I’m considering adding an achievement when something is purchased, unique to that item. That way I could just check Google Play to see if the player has that achievement on profile. I’m already doing something similar to store levels, as much to prevent cheating as anything else.
Unreal Engine has a “Restore IAP” function, but this only applies to items that were purchased directly for cash. In my case, money is used to purchase in-game currency, which is then used to buy items. So it doesn’t apply.
I’ve also ordered an iPad, which should be arriving today.
With that, I’ll be able to release the game on iOS as well as Android.
If I remember correctly, apps tend to get twice the exposure on iOS compared to Android. So by releasing on both, my app should actually get roughly triple the exposure.
Unreal Engine tends to prioritize iOS with their mobile features updates as well, so it makes for a much better primary target platform. Also, I’ll actually be testing the games on a high-end tablet instead of a smart phone.
The core game is practically finished at this point. I mostly just need to finish up the IAP and achievements.
The Alpha is available here. Feedback is crucial so that I know it’s working on a range of devices, and that I haven’t missed any massive bugs.