Jet Fighter Neon
Jet Fighter Neon is a recreation and expansion upon the original Jet Fighter, built for Android. Neon completely changes the graphics, and adds a lot of new features like the ability to purchase upgrades, or fight a boss battle.
If you have any issues with Jet Fighter Neon, or if you notice anything that can be improved, please let me know by using the contact form in the game, or by posting in the Issue Tracker
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.
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.
Well, I’ve done gone and messed up now. I was moving some projects around this morning, and deleted all the source code for Jet Fighter Neon.
I know, the first question any developer is going to ask is, “Don’t you have a backup?”, or “Isn’t it on your repository?” Well, the answer to both of those questions is a resounding, “No.” Can’t say it was my brightest moment, but I hadn’t committed Neon to the repository yet. Chalk that up to just being lazy, I guess.
So, now that I’ve gone and royally fubar’d the project, where do we go from here? I guess I’ll just have to start over. This will unfortunately cause the release date to be null and void. It also means that I probably won’t get it done in time to use the amazon advertising credits on it.
Time to drop a dime in the local blog booth and give you guys another status update for Jet Fighter Neon. This time I want to open up the flow valve so some extra information about the game can be leaked. As usual, if you’ve been watching our Trello boards, you probably already know a good portion of this.
Neon will now have a shop where you can purchase upgrades for your ship to make yourself stronger and better. Or would that be meaner and leaner? Anyways, you will be able to upgrade lots of different things like: bullet damage, fire rate, maximum health, health regen, shield size, shield regen, and others.
The shop is kind of a precursor to our next major addition; a boss battle. That’s right, I’ll be adding a gigantic flying fortress that you will have to destroy. You can choose to take on the boss anytime you want, but it won’t be an easy task. The boss will be equipped with various weapon bays that are populated with either guns, or missile launchers. You’ll have to first knock out all the weapon bays before you can damage the fortress itself. As if that wasn’t hard enough, the weapon bays will slowly repair themselves once they are destroyed, and will reactivate once they are fully repaired.
With those two additions, I was made aware that some players will want to compete with each other to see who can beat the boss with the fewest upgrades. This is where I’ll be stepping in and providing you the ability to turn your upgrades on or off once they are purchased. So even if you’ve bought all the upgrades, you can still turn them all off to try and beat your friends score.
Speaking of score, since there’s a shop, you no longer get a score from killing enemies. Instead you get gems that you can use in the shop to purchase your upgrades. So how do you get a score then? When you beat the boss, you will be awarded with a set sum of gems that you can spend. In addition to the gems, you will also be given a score that is calculated based on how long it took you to beat the boss, and how many upgrades you had equipped. You don’t get any points if you lose to the boss, so you better avoid his guns if you want to score.
That’s a lot of information being leaked there, I think we better call a plumber and get this fixed before it floods the house. In the mean time, I will continue to work on Neon to get it ready for it’s November 20th release date. At this point we are still on track to meet that deadline, and I don’t foresee any major issues that could cause us to move that date.
This may only be the second news release for Jet Fighter Neon, but the project is a lot further along than you might expect. For the past week and a half, Neon has been in beta testing. After the first round of beta tests, we got some really awesome feedback, and pulled the game back to make some really big changes.
I’m happy to note that most of the large changes have been completed and Neon is re-entering the beta testing phase for the second time. What this means for you is that I’m confident that the game will be completed soon, and am ready to announce a release date for the game.
I am planning on releasing the game out of beta testing on November 20th, 2015. I acknowledge that this is a rather short release schedule, considering that development officially started on the game about 3 or 4 weeks ago. There are a few reasons for this short development schedule.
First, I wanted to push myself to see how quickly I could develop a decent quality game using Unity. This is mostly a personal attainment thing. Secondly, I wanted to publish this game to take advantage of a free advertising offer that was extended to me on Amazon. I could have used that offer for a pre-existing app, but I wanted to compare the progress of a new game with advertising against my existing games without advertising.
For a little over a month or more, there has been a project listed on my Trello that was labelled as “Project Air”. I have been working on this project dilligently for the past few weeks, and I am now ready to formally announce the project.
“Project Air” was the code name for a new game that I’ve been working on, called “Jet Fighter Neon”. Neon is a recreation of the first game that I ever built, but with quite a few changes to improve upon the original game design.
First, since I no longer have access to the source code of the original game, I also no longer have access to the graphics that were used in it. Being on a rather tight budget, I couldn’t afford to hire an artist, so I’ve drawn the graphics myself using Paint.NET. Since I’m not an artist, I chose to go with a neon theme with simplified line graphics manipulated to make them appear to glow. I personally think that the results turned out fairly well.
In the original game, you simply flew a jet left and right trying to shoot down enemy bombers, and jets. You also dropped bombs to take out tanks on the ground. Every time you passed 1000 points another enemy would be added to the screen. You could literally calculate how many enemies should be on your screen by dividing your score by 1000. Thus the whole point of the game was to survive for as long as you can and rack up a high score.
Neon changes that game concept slightly. Enemy count calculation has been massively overhauled, and is now handled on an enemy type basis. You don’t kill enemies for points anymore, you kill them for gems, that you can save up and spend in the shop to purchase upgrades for your jet. You will also now have the option of facing the boss battle whenever you choose to, and will be given a final score based upon how long the boss battle took, and how many upgrades you had equipped.
Jet Fighter Neon is getting really close to completion, but I can’t yet say when it will be released. I am pushing to have it released as soon as possible, with a simultaneous release on Google Play and Amazon App Store.