MegaPak and the meat grinder
Well, it's not so much of a meat grinder as it is a couple of techie geeks working evenings and weekends, doing their best to test EVERYTHING on MegaPak and fix the bugs they find. This is a long, slow process - as demonstrated by the roving deadline associated with this project. We wanted to be finished a number of weeks ago, but real life and a few nasty bugs have made this linger longer than intended.
I finally took it upon myself to access the code library and build tools so I could build the MegaPak image directly. This has allowed me to to systematically find and fix bugs in High Roller over the weekend. It's quite a challenge to debug someone else's code cold turkey, but also kind of fun, since I haven't personally written any Lynx code in a couple of years!
Karri is doing likewise on Parafly - there are a couple of scoring problems in that game and one or two minor bugs - and it's great to have his help on this project.
We're finally realizing that yes, we need to quit adding cosmetic enhancements if we ever want to finish this game! So I've abandoned some things I wanted to see in the apps in favor of making it all work and be (reasonably) user-friendly.
At this point, I am going to predict a late summer release for MegaPak. I just can't see it being any earlier, and I typically need about 8 weeks from game complete to having real carts in my hand.
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