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Mar 27, 2017, 11:56 AM

Jet Fighter Neon is about to be released. Yes, even after accidentally deleting all the code, changing the direction of the game, and various other self imposed sabatoges, Neon is going to be released. In fact, it is going to be released a mere four whole days after the initial release date.

If you haven’t deduced it by now, that means that Jet Fighter Neon will be released on Tuesday, November 24th, 2015. It will be simultaneously released on both Google Play, and Amazon Marketplace. It has already been approved on both markets, so I don’t foresee any issues.

It’s been a lot of hard work getting Neon ready for publication, and it wasn’t all me alone. I have to give a major shout out to my beta testers for being so willing to act as my guinea pigs in testing the game, even when it wasn’t exactly playable.

Among the beta testers, I want to give special credit to Jesse Glover, who acted as a beta design consultant during the beta testing process. Jesse was instrumental in helping me to identify and fix a lot of bugs, and game play balancing issues.

I couldn’t have gotten Neon completed so quickly alone, and the beta testers really stepped up to the plate to help out.

Mar 27, 2017, 11:54 AM

I learned some rather valuable lessons from my self induced sabotage a while back. The first lesson I learned was to always commit your code to the repository. I also learned that you tend to get things done faster the second time around.

I wasn’t going to let deleting my source code prevent me from finishing Jet Fighter Neon. Nothing as trivial as losing the entirety of the project and all my hard work was going to keep me from my goals. Ok, so maybe it might set my plans back a few weeks, but I’m gonna finish this darn game, like it or not.

Today, I’ve sent the first rebuilt version of Jet Fighter Neon to the beta testers. Its not fully completed, but its really close. At least that is what I’m telling myself, anyways. While there’s still a few things to add in, like ads, the game is really close to completion. I think that overall it really just needs to be balanced at this point.

Since I lost all my code in the self sabotage, I figured it was a perfect time to re-code the way I was doing some things. The first thing I rewrote was level progression. It is still based on how many gems you have earned, but is now more level based, and throws in some mini-bosses every few levels. The second thing that’s re-coded are the upgrades. Upgrades values and prices are now mathematically calculated instead of hard coded. This will make it easier for me to tweak them for balancing.

Overall though, I’m confident that most of the game should be the same as it was, and I’m hoping for a public release before the 30th.