Air Master 3D v1.3 Update Submitted


Hey folks, the 1.3 update for Air Master 3D has been submitted to Apple and is in the approval pipe! Here’s the list of changes:

-Custom level mode: adjust unit counts, planet type, and terrain height
-Thicker HUD indicators for enemies
-Sharper menu graphics
-”How to play” guide with unit descriptions
-Reduced memory usage

The new custom level screen.

The new custom level screen.

The big one for this update is the new custom level screen. With this, I’m exposing most of the same controls I have internally for setting up levels – you can adjust how many of each unit shows up (max is around 50 total), which planet to play on, and the height of the terrain. I think the default settings make for a pretty interesting and difficult game. Having multiple shield generators and UFOs teamed up really plays to the combined strength of the different units, and requires a bit more strategy to not die anti-climactically.

Originally I had grand plans for a full-fledged level editor, complete with terrain painting, unit placement, and sharing of maps online, but that seems a tad overkill for a short game like this. Besides, is it really worth all the genital-inspired level designs I’d have to moderate?

Thicker HUD indicators are pretty straightforward – hopefully there will be a little less squinting and eye-strain when hunting down those last few enemies. The “How to play” screens have been sorely needed – previously you got a quick “touch to continue” sort of screen that ran over the controls right before thrusting you out into your certain death, with no explanation of what those multi-colored polygons shooting at you were up to. It’s still not perfect, but at least the game relies a little less on ESP to get things across.

Sharper menu graphics were pretty badly needed – I let the last update go out with blurry 256×256 menu screens, due to memory constraints and the rather backwards way I’ve been packaging textures with the game. Compiling in your textures as massive header files is a nice way to bypass figuring out the whole resources in Xcode mess, but it just doesn’t scale well. Now the menus (and all textures) are loaded as needed from a compressed package file out of the app’s resource directory. End result – 512×512 menus, less memory required to run the game, everyone wins! Speaking of resources in Xcode, there is a great blog post that overviews the whole process from getting Xcode to package your resources (reliably) to how to grab the path to them once on the iPhone.

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