This post is part of a series about making a Facebook game from scratch in one week. Go read the Overview to find out more and see a list of all the posts.
To start today off, I realized that I need to break the larger project into some smaller deadlines for each day if I'm going to pull this off. Here's what my tentative plan is:
- Today: Get the web app working.
- Tomorrow: Monetize.
- Thursday: Facebook integration.
- Friday: Bug fixing, polish, and launch.
An important note is that monetization needs to happen sooner rather than later, mostly because the third-parties that do it often have a human who's job it is to review virtual goods before they're approved in the system. This can take a few days.
When planning my external dependencies, I totally forgot about sessions. GAE doesn't have those built in, and I definitely need them. I've previously used gaeutilities, but it seemed a little heavy for this. So I'm trying out gae-sessions for the first time. The integration point feels a little wonky, but it's working, so I feel like I can't complain.
So getting things working without Facebook integration already being there is turning out to be pretty hard. I did what I could, but it's going to need a lot of love on Thursday to get things right.
What I did accomplish is coming up with a list of powers, refactoring the model a bit to be more generalized and eliminate those join tables, and adding some art. I got icons for all the types of powers (there are 24 total, with 12 different types). I just wanted to search for a free to use icon set that would have what I need, and luckily, I found one.
There's also a decent amount of work that's been done on fleshing things out in the battle system. I'm going to end up using a couple different browsers to test this, in order to emulate the multiple players going back and forth.
Daily Wrap Up
Now for some stats about Day 2:
- Working Time: 7.5 hours
- Number of Commits: 6
- Total Number of Files: 57
- Total Lines of Code: 1054
Update: Go on to Day 3.