So I totally suck at updating this thing in any reasonable sense. It was a very busy period since February of last year through the end of the year. My son, Andrew, was born in April and a lot cascaded from that event, as you'd expect. Summer vacation was then upon us and a lot of things cropped up meaning that nothing happened with OttoJotts. Then the new school year was upon us and then Halloween and then Turkey Day and then Christmas (holy crap where did December go?!) and then New Year's. Wow.
So now it's 2012. The end of the world will be upon us in 352 days so I better get cracking on this game. What's on tap for right now is finishing up the two-player games which are started (mostly it's just friend management right now) and getting out Alpha 4 with those and then getting the rest of the functionality into Alpha 5 so I can get Beta 1 polished and out the door. The goal for Alpha 4 is to be out to testers by the end of February, Alpha 5 by Memorial Day, and the final game by Independence Day. What? You don't measure your year by holidays?
So that's the plan. It looks good on paper and may actually be do-able. We'll have to see. I just feel that there's an awful lot left to do and this really, sadly, isn't my full-time job. It's not even really a part-time job what with playing dad with the kiddos and stuff. Hopefully I'll be able to devote some more time to getting this project done. I've only got like 5 other ideas I want to get working on before the world ends in, *checking* yup, 352 days.
Otto Von Dev Blog
The story of a small development company working on iPhone and Facebook games. You'll find the ups/downs/ins/outs of working on iPhones, Facebook, and general life. Come join the journey!
Wednesday, January 4, 2012
Sunday, February 27, 2011
New OttoJotts UI Ideas
I was in the shower today getting ready to pick up Cathy from a birthday party (no, not that one - we unfortunately missed that one *headdesk*). This was not her cousin Zavi's party in Laramie but my best friend Dan's son Matthew's 6th birthday. It was at Chuck E Cheese's and now that I've wasted far too much time with off-topic over-explanation, let me get back to the point of this post - user interface ideas for OttoJotts.
So while I was in the shower I began thinking back to the days when I used to play Jotto and what usually had to suffice for Jotto sheets when we'd exhausted our supply. We opted for legal pads, a ruler, and a pen. So this made me wonder - what if I made the UI look like a legal pad (or at least just lined paper) and then had all of the buttons and letters be handwritten? I think it might be "retro", but I think retro is hip these days (it's so hard to tell sometimes). PLUS, it's something that I, with my limited graphic artist skills could likely pull off. That was a definite benefit.
I think it would be very cool to have a slick UI like, say, Words with Friends, but I'm just NOT a graphic artist. Been there, done that, got my wrist slapped. I may just need to accept my limitations on this particular point (not that I ever thought I was a graphic artist). What does this mean for Alpha 4? Absolutely nothing. I'm sure I'll find ways to try to derail myself from actually working on code and work on the cool new UI, but it needs to wait until Beta 1. The alphas are all about functionality; betas are about polish. So that's kind of the thinking for, say, April. And I've got a cool idea for the badges, but that's later as well.
I guess we'll see how well I can keep this "shiny new toy" on the back burner. I've actually managed to get most of the friend and game creation code done and in, which was surprisingly smooth. There's still a lot of hardening that needs to happen, but I think that once I get into that mode it will be straightforward to do pretty much the same thing to every file. Plus, I need to make the code a little harder to exploit, which I hope I can get done with a minimum of fuss. Let's just hope I can keep up some of the focus here to make this project FINALLY successful.
So while I was in the shower I began thinking back to the days when I used to play Jotto and what usually had to suffice for Jotto sheets when we'd exhausted our supply. We opted for legal pads, a ruler, and a pen. So this made me wonder - what if I made the UI look like a legal pad (or at least just lined paper) and then had all of the buttons and letters be handwritten? I think it might be "retro", but I think retro is hip these days (it's so hard to tell sometimes). PLUS, it's something that I, with my limited graphic artist skills could likely pull off. That was a definite benefit.
I think it would be very cool to have a slick UI like, say, Words with Friends, but I'm just NOT a graphic artist. Been there, done that, got my wrist slapped. I may just need to accept my limitations on this particular point (not that I ever thought I was a graphic artist). What does this mean for Alpha 4? Absolutely nothing. I'm sure I'll find ways to try to derail myself from actually working on code and work on the cool new UI, but it needs to wait until Beta 1. The alphas are all about functionality; betas are about polish. So that's kind of the thinking for, say, April. And I've got a cool idea for the badges, but that's later as well.
I guess we'll see how well I can keep this "shiny new toy" on the back burner. I've actually managed to get most of the friend and game creation code done and in, which was surprisingly smooth. There's still a lot of hardening that needs to happen, but I think that once I get into that mode it will be straightforward to do pretty much the same thing to every file. Plus, I need to make the code a little harder to exploit, which I hope I can get done with a minimum of fuss. Let's just hope I can keep up some of the focus here to make this project FINALLY successful.
Saturday, February 26, 2011
Decisions, decisions
So after sleeping on it last night, I have a plan. Scary, I know. I've always planned on integrating OttoJotts into Facebook as well and, since I'm going to do that, I think I need to release the game with 2 player games. First, as I mentioned in my previous post, I don't think there's really enough solitaire content to make the game compelling for 1 player. The 2 player game is really where it's at and, when I honestly think about why I did the 1 player game version, it was mostly to vet the concept and test the subsystems. Now that the 1 player game is mostly complete (sans hardening) it's time to really get into the 2 player game. I need to remind myself about the success that Words with Friends had and it's only a 2 player game - there is no solitaire game available.
So, with that said, I've recommitted myself to finishing the bloody thing with 2 player games available. I've been a bit down about the lack of progress and I'm sure that's what's going on (plus it's been a bit tight financially at Chez DeVoe). I think the need to make a bigger, better splash with OttoJotts is far more important than trying to get just something out the door. If I put out a piece of crap (fart apps, anyone?) then people are less likely to trust that my follow-up games are going to be any good. As the first app from the "studio", I need to make sure that it's a good one that people will think is good quality and good value for the money (if not excellent). Then, as my other apps come online, they'll be more inclined to get something else from me.
What this all means, I guess, is that I'm back on the initial track. After a reasonable night's sleep, I actually have some ideas for handling the game creation. Yes, it will take a little time to get it sorted, but I think it will be cleaner in the end, re-use some code (which is always good), and still meet the needs that the 2 player games require. So, back to the salt mines.
So, with that said, I've recommitted myself to finishing the bloody thing with 2 player games available. I've been a bit down about the lack of progress and I'm sure that's what's going on (plus it's been a bit tight financially at Chez DeVoe). I think the need to make a bigger, better splash with OttoJotts is far more important than trying to get just something out the door. If I put out a piece of crap (fart apps, anyone?) then people are less likely to trust that my follow-up games are going to be any good. As the first app from the "studio", I need to make sure that it's a good one that people will think is good quality and good value for the money (if not excellent). Then, as my other apps come online, they'll be more inclined to get something else from me.
What this all means, I guess, is that I'm back on the initial track. After a reasonable night's sleep, I actually have some ideas for handling the game creation. Yes, it will take a little time to get it sorted, but I think it will be cleaner in the end, re-use some code (which is always good), and still meet the needs that the 2 player games require. So, back to the salt mines.
Labels:
alpha,
development resources,
ottojotts,
personal,
process
Friday, February 25, 2011
What to do?
So I've been having a bit of crisis of faith on OttoJotts. I think the game is pretty fun and should be enjoyable for total word geeks like me. The concern I'm having, though, is that as I get further and further into the two player games, the more things crop up that need to be addressed. For example, most recently I realized that in order to do two player games I need to revamp how the games are set up - and that they'll be different for 2 player than for solitaire. This, in and of itself, isn't what's causing the crisis, but rather it's the whole process. I've been working on 2 player games all this year. I haven't been doing it full time, but I've spent upwards of 2 weeks of actual time (80 hrs) working on it and I keep finding whole new sets of things I need to do before I can move forward. So now the question is - should I keep moving forward with the 2 player games and have them available at launch or should I launch the single player (solitaire) games and then, in an update, add the 2 player games?
I'd say that a fair portion of the games in the App Store are single player. You might be able to challenge someone to beat your score or something, but in general the two player/multiplayer market isn't quite as prevalent. So having 2 player, competitive gaming would be a differentiator for my game, but the time it's taking (or at least seems to be taking) is making me wonder if it will EVER get out.
Currently I'm still torn on what to do. I'm not sure that the single player/solitaire game is going to be compelling enough to keep someone playing. There's not enough there yet (achievements, etc) to make it something that a player would come back to over and over again. The graphics need to be redone to make it look a bit more professional (any graphic artists willing to work on a royalty basis out there?) and the game play needs to be cleaned up and the app hardened overall (error handling, etc). So I've still got at least 2 weeks of work left to do all of that, even if I dump 2 player games for now.
So, what to do?
I'd say that a fair portion of the games in the App Store are single player. You might be able to challenge someone to beat your score or something, but in general the two player/multiplayer market isn't quite as prevalent. So having 2 player, competitive gaming would be a differentiator for my game, but the time it's taking (or at least seems to be taking) is making me wonder if it will EVER get out.
Currently I'm still torn on what to do. I'm not sure that the single player/solitaire game is going to be compelling enough to keep someone playing. There's not enough there yet (achievements, etc) to make it something that a player would come back to over and over again. The graphics need to be redone to make it look a bit more professional (any graphic artists willing to work on a royalty basis out there?) and the game play needs to be cleaned up and the app hardened overall (error handling, etc). So I've still got at least 2 weeks of work left to do all of that, even if I dump 2 player games for now.
So, what to do?
Saturday, February 19, 2011
Been WAAAAAY Too Long
Well, it's been a LONG time since I've posted, but we've had a LOT going on here. To give a quick run-down:
Today has been a day about friends and creating games. I've got code in there to randomly find an opponent who's similarly rated (I'm using a modified Elo system for rankings). The idea is that you'll play someone who won't completely blow you away - unless you choose a friend who so far-outclasses you that it's ridiculous. Good thing is that Elo takes that into account and more than 400 point ratings differences tend to result in no change (as the result is practically guaranteed).
Searching for an opponent by their email is almost there as well. I just need to hook up the iOS code to do the query, but the PHP is solid on the back-end. One thing that I haven't done yet and I really need to make sure happens before release is to bullet-proof the PHP back-end. PHP is generally derided for being not-as-security-rich as some other technologies. If you've got pretty confined entry/exit points, though, I think it can be pretty solid. Regardless, in the interest of getting Alpha 4 done and out to testers I've neglected that, but it will need to happen for Alpha 5/Beta 1.
Also thrown into the mix is a new website design. I think I'm getting a lot closer to actually finishing this bloody project and I thought the old design (while state of the art in 2001) has not aged well and was in sore need of replacement. I've gone with a Wordpress front end, but I need to tweak the hell out of it to make it more aligned with my ideas. There are some things that I'm not grokking from the posting/pages side of things with WP, but I'll beat up on it once I'm done with Alpha 3.
So, that's it from here for now. LOTS happening, but hopefully this will be done by May and I can take my paternity leave in the knowledge that I've got my game in the App Store paying for at least some of the diapers we'll need to get.
- The 9-5 got interesting at the end of the year as my contract may have ended abruptly. Thankfully it didn't, but it was still quite a bit of shock that it might have happened.
- The spousal unit got REALLY sick. Sick to the point where she's still on short-term disability from HER job trying to recover. And when she does recover, she likely won't have said job. *sigh* She's been overly prone to illness lately because...
- The spousal unit is PREGNANT! Yeah, trust me - it was a surprise. A wonderful one, no doubt, but a surprise nonetheless. SO much to do and so little time. Due date is May 2nd and his name is going to be Andrew Ximun William. Yeah, we're sort of into two middle names. His big sister is just thrilled that she's going to be a big sister. :)
Today has been a day about friends and creating games. I've got code in there to randomly find an opponent who's similarly rated (I'm using a modified Elo system for rankings). The idea is that you'll play someone who won't completely blow you away - unless you choose a friend who so far-outclasses you that it's ridiculous. Good thing is that Elo takes that into account and more than 400 point ratings differences tend to result in no change (as the result is practically guaranteed).
Searching for an opponent by their email is almost there as well. I just need to hook up the iOS code to do the query, but the PHP is solid on the back-end. One thing that I haven't done yet and I really need to make sure happens before release is to bullet-proof the PHP back-end. PHP is generally derided for being not-as-security-rich as some other technologies. If you've got pretty confined entry/exit points, though, I think it can be pretty solid. Regardless, in the interest of getting Alpha 4 done and out to testers I've neglected that, but it will need to happen for Alpha 5/Beta 1.
Also thrown into the mix is a new website design. I think I'm getting a lot closer to actually finishing this bloody project and I thought the old design (while state of the art in 2001) has not aged well and was in sore need of replacement. I've gone with a Wordpress front end, but I need to tweak the hell out of it to make it more aligned with my ideas. There are some things that I'm not grokking from the posting/pages side of things with WP, but I'll beat up on it once I'm done with Alpha 3.
So, that's it from here for now. LOTS happening, but hopefully this will be done by May and I can take my paternity leave in the knowledge that I've got my game in the App Store paying for at least some of the diapers we'll need to get.
Labels:
alpha,
objective-c,
ottojotts,
php,
server,
testing,
user interface,
website
Saturday, October 2, 2010
Alpha 3 Release
![]() |
| The announcement on Facebook! |
As I posted previously, the UI and game play changes for Alpha 3 are pretty good. I've added difficulty levels (making the game a lot easier to actually play), and the UI is cleaner. I've also captured some things and sent it over to a designer friend I'm hoping will be able to help with the graphics and the layout. I feel like there are places where it's pretty good but that there are far more places where it's just clunky and not working at all.
Of course the big thing is that this should let people play a little more frequently as the game won't be quite as impossible as the original. Jotto was a pretty niche product (and my mom and I were firmly centered in that niche), but I think it just couldn't really excel as a game because of it's difficulty. I expect that the game will be much more approachable now and to a wider variety of people.
There is still one thing I need to sort out with the word list, though, which is creating a simple word evaluation page so that people can rate words as Easy, Medium, or Hard. That should help segment some of the much harder words from casual players. I'm hoping that some of my Facebook friends will be able to help parse the list (it's pretty extensive) and provide a basic clumping of words by difficulty. It should be a quick change to the code to enable that in the code.
The next big step (and the next Alpha) will be to have two player games, which entails a TON. I need to get user accounts set up, figure out how to deal with people who change phones but want to keep their information, creating friend lists, getting multiple games working, and, of course, manage the basics of having a server-based game as opposed to a device-based one. Definitely a big challenge, especially the back-end piece. Still, I'm hoping that I'll be able to get it done in time for Christmas - that's my big goal. Hopefully before Thanksgiving - that would be awesome.
So, now that Alpha 3 is out the door, I guess I better get working on Alpha 4!
Tuesday, September 21, 2010
More UI updates and Alpha 3 status
I've been working on the UI layouts for the Easy and Medium difficulty levels. So far it's been going pretty well with the change in direction, so I've got some ideas I need to get feedback on, so if you have an opinion, please share!
The latest version is showing the green and blue boxes around correct answers (green is correct placement). I'm trying to see whether the colors/placement/layout/style seem usable or if it's somewhat unpleasant. I'd like it to be a little more stylized eventually - probably rounded corners and they wouldn't necessarily abut one another - but for Alpha 3 it may be "good enough" to get feedback about the difficulty level game play. The good thing is that things have gone really well with this update. The only thing remaining for functionality is saving/loading and loading old games. The upgrade path has to be supported. I've also considered allowing games of more and less than 5 letters as that's all hooked up on the back-end already. And I'm considering allowing multiple games now, just no more than one game with a particular word length (no more than one 5 letter word game, for instance). Those would be some small updates but might make Alpha 3 a little bigger release.
I was just checking on my list of things that I wanted to do for Alpha 3 and I do have a little bit of work left. What I had on my list to accomplish was the following:
So, if you have any feedback on the UI, please let me know. I think I like it "enough" for the time being to not really worry about it. I'm trying to get this all wrapped up by the weekend so I can get it released and then out to testers. Then it's all two-player games. Wowser!
The latest version is showing the green and blue boxes around correct answers (green is correct placement). I'm trying to see whether the colors/placement/layout/style seem usable or if it's somewhat unpleasant. I'd like it to be a little more stylized eventually - probably rounded corners and they wouldn't necessarily abut one another - but for Alpha 3 it may be "good enough" to get feedback about the difficulty level game play. The good thing is that things have gone really well with this update. The only thing remaining for functionality is saving/loading and loading old games. The upgrade path has to be supported. I've also considered allowing games of more and less than 5 letters as that's all hooked up on the back-end already. And I'm considering allowing multiple games now, just no more than one game with a particular word length (no more than one 5 letter word game, for instance). Those would be some small updates but might make Alpha 3 a little bigger release.
I was just checking on my list of things that I wanted to do for Alpha 3 and I do have a little bit of work left. What I had on my list to accomplish was the following:
- Online Leaderboard
- Player data tracking for game play
So, if you have any feedback on the UI, please let me know. I think I like it "enough" for the time being to not really worry about it. I'm trying to get this all wrapped up by the weekend so I can get it released and then out to testers. Then it's all two-player games. Wowser!
Labels:
alpha,
art,
ottojotts,
testing,
user interface
Saturday, September 18, 2010
Potential change for Alpha 3 UI
![]() |
| Original Jotto (tm) sheet |
![]() |
| Detail of the Jotto (tm) sheet |
On an amusing aside, before the advent of real word processors, my mom and I used to play this game a lot. Unfortunately, we ended up going through a lot of sheets and had an issue where we couldn't play without making sheets of our own. The places where we would normally buy the game didn't carry it anymore (it had sort of petered out in popularity by then), so we were kind of out of luck. There's only so much time you want to spend making tally sheets versus actually playing the game. My grandmother lives in New York (on Long Island) and there was actually a distributor of Jotto there on Long Island.
![]() |
| The notice at the bottom of the sheet |
I'm hoping this new direction will make things a lot easier moving forward. It should simplify the work that needs to be done and only slightly complicates the code (need to figure out which labels I'll be using for the different length words). Beyond that, though, I'm actually thinking I might be able to get this puppy done by Wednesday if things continue going as well as they have. Which they won't, so we're likely looking at Halloween. Here's hoping!
Labels:
alpha,
graphics,
ottojotts,
user interface,
xcode
Friday, September 17, 2010
*headdesk*
I've been working on OttoJotts all night and now I'm starting to get a headache from something I'm trying to do. The plan I had was to change the color of the letters in the word a person guessed to show them which letters were correct (blue) and which were correct and in the correct position (green). The problem is that there doesn't appear to be an easy way to change the color of a single letter without making a single UILabel object (which I don't want to do) - it would separate the letter and make it look pretty funky.
There is a type called NSAttributedString and NSMutableAttributedString which seem to satisfy my needs, but what I need (apparently) isn't available on iOS 4. And while I can create these objects, I can't seem to modify them easily. Or even difficultly. The problem seems to lie in a constant called NSForegroundColorAttributeName (jeez, Apple) that's not declared anywhere but AppKit. Unfortunately, AppKit is not an iPhone/iOS framework - just Mac OS X. So while I can create these things, I can't seem to manipulate them and change colors like I want. *headdesk*
I've got the code working for the new game play for the difficulty levels - that came together surprisingly quickly. I still need to do a little work on serializing (saving/restoring) the data, but for now, within the bounds of a single instantiation of the game, it seems to be working beautifully. I've got a lot more testing on it to make sure it's solid, but so far it's looking good.
Now all I need is to get it to display properly. *headdesk*
There is a type called NSAttributedString and NSMutableAttributedString which seem to satisfy my needs, but what I need (apparently) isn't available on iOS 4. And while I can create these objects, I can't seem to modify them easily. Or even difficultly. The problem seems to lie in a constant called NSForegroundColorAttributeName (jeez, Apple) that's not declared anywhere but AppKit. Unfortunately, AppKit is not an iPhone/iOS framework - just Mac OS X. So while I can create these things, I can't seem to manipulate them and change colors like I want. *headdesk*
I've got the code working for the new game play for the difficulty levels - that came together surprisingly quickly. I still need to do a little work on serializing (saving/restoring) the data, but for now, within the bounds of a single instantiation of the game, it seems to be working beautifully. I've got a lot more testing on it to make sure it's solid, but so far it's looking good.
Now all I need is to get it to display properly. *headdesk*
Labels:
alpha,
debugging,
objective-c,
testing,
user interface,
xcode
Thursday, September 16, 2010
I keep distracting myself...
I've found that when I'm working on things that occasionally I'll focus on things that aren't terribly important rather than getting something working. For instance, I've been working on Alpha 3 and making some good progress - got the entire create new game system reworked and it's acting well. Now I need to start looking at changing the game logic and display to work with the Easy, Medium, and Nightmare modes. And what I did I most recently find myself doing? Taking a snapshot and working on the background for the main game screen.
I mean, the background does need to be completed, but honestly - it can wait until I'm closer to being completed with the game play. It's hard, though, because I know that it needs to be done, it's something I can work on in my mental background, and I'm playing with the colors and layout anyway due to the Easy and Medium play. Still, though - like reading quickly - I sometimes have to remind myself to re-focus on what's important.
It's a little harder with independent projects because I'm not tracking it as closely as I would a project at work. The background IS ugly as compared to the rest of the app now because it's all clunky (as shown to the right). I did ask if the interface seemed non-intuitive and such and got back (from one person) that it seemed fine. I'm hoping that if I can make it a little prettier, use some better images, etc., that I can make it clearer what's being used for what. I need to just make sure that it's not becoming a "high priority" item for me, but rather staying in the background. I know that I'll get it done before I put out Alpha 3 and I'm actually making faster progress than I expected. Still have a couple of changes to make to the data flow to support the additional checks for letters - which ones are right and which ones are in the right position. Sort of brings in some skills I haven't done with Xcode and objective-C, so it'll be a good learning experience. I just hope that I can get it sorted out quickly and back to doing what doesn't matter.
What kinds of things do you do when you're developing to keep yourself focused on the major tasks and not get sidetracked by the "cool" things you still have to do?
I mean, the background does need to be completed, but honestly - it can wait until I'm closer to being completed with the game play. It's hard, though, because I know that it needs to be done, it's something I can work on in my mental background, and I'm playing with the colors and layout anyway due to the Easy and Medium play. Still, though - like reading quickly - I sometimes have to remind myself to re-focus on what's important.
![]() |
| The clunky main game interface screen |
What kinds of things do you do when you're developing to keep yourself focused on the major tasks and not get sidetracked by the "cool" things you still have to do?
Labels:
alpha,
objective-c,
ottojots,
process,
user interface,
xcode
Subscribe to:
Posts (Atom)





