Oh how am I doing? I'm just killing it, thanks for asking.
I had a really good and productive night tonight. I was getting tired of the level select screen just looking like default labels, so I started working on that. I thought about the level states and decided I'd have the following:
locked, NoStars, OneStar, TwoStar, ThreeStars.
Locked means the level has not been unlocked yet, you have to beat some other levels before it is unlocked. (or maybe purchase an unlock?)
No stars means you haven't beaten the level yet.
1 star means you've beaten the level at least once.
2 stars means you've beaten the level at least 5 times*
3 stars means you've beaten the level at least 10 times*.
*Subject to change.
I really like the idea of achievements, it makes people WANT to play my game more and think of it as a little bit less disposable I think.
Getting the level states and images working were actually really easy, and really pleasant to work on. It's fun to be able to use the LevelProgress code I was writing earlier. That was boring code to write, but blah blah fruits of labor or something along those lines.
I used an outlet collection for all the buttons, that was the fist time I had used them, but that was very convenient and helpful. I was originally going to subclass UIButton, but I read somewhere that that was a bad idea, so I just went with what was available with the methods for customizing them.
The level progress stuff is not all hooked up yet, and I'll have to test that, but I think it will be really trivial.
I'm thinking of renaming the game to "Something copter" or something tongue in cheek like that.
The new images are not final, they are placeholder. Honestly though, I think I'll go rounded edges and maybe adjust some colors, but I'll mostly just keep them. Keeping it simple is keeping it moving.
