Thursday, September 14, 2017

Q1 I2 Project Benchmark (2017-2018)


As many of you don't know, Jack and I have recently been working a lot more on our project Flickship as we help test the new Student Launch Initiative (SLI) program. We've learned a lot about how to manage a project and actually consider an audience, and one of the big things we're trying this year is actually releasing regular versions for testing. And the first version is already here!

But first, it might help if I actually explained what our game is.

Basically, it's a two-player turn-based strategy game where you command a fleet of spaceships to try and wipe out the enemy team. For every ship you have, you can either try to shoot an enemy ship or pull it back launch it forward, which reveals more of the map. If you still don't get it here's a video demo:

It's obviously a little unpolished, but at this point we've learned it's important to get a really basic version out there just to get some initial feedback. That way, we can change stuff easily if people don't like it.

Which means we need your help!

If you're interested, you can sign up here:, but note that it only works on iPhones. It would also probably be best if you got the app with a friend, so the two of you can actually play the game together.

Remember, we're looking for as much feedback as possible, so if there's anything you want us to change or fix let us know! The more responses we get the better, because at this stage anything can be changed. You can submit feedback here

But wait, there's more!

Sawyer kind of gave up on his i2 blog, so now I'm posting his updates! And maybe Steven's too since he's working on the same project.

Anyways, for those of you who don't know (which is all of you), Sawyer has actually gathered a bunch of new people to work on his project over the past few months. We now have two new coders from other high schools, and one new artist who kinda just left (nice going Sawyer), so that's exciting.

Here's what Imperium looks like right now:

Yeah...we still aren't done with design yet.

So with all that being said, here's a general sense of what I have planned for this year:
 - Continue working on Flickship with Jack
       - Add a tutorial
       - Add more ships
       - Write a song for background music
       - Work on marketing with help from SLI
 - Finish up design work on Imperium
       - Complete the items list (shown above)
       - Solidify the game mechanics
       - Run through a simulated version of the game to see what problems remain
       - Set up the overall framework for the code
 - Help code the client side of Imperium (basically the stuff that's on your device)

I don't really have a set timeframe for any of this just because my schedule has been so packed, but just note that those tasks vary in length quite a bit. Some of them might take a week, others might take a couple months.

Also if you want to see my reflection on last year's project, you can check some of my previous posts.

Alright that's it for now.

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