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Hex Disarm Blog

  • Update 12 – Version 1.03 (iOS) and 1.0.4 (Android)

    December 3, 2019 by kierant23

    After launching Hex Disarm on iOS and Android, I left the game for a few weeks to gather lots of critical data and feedback. After leaving the game for a few weeks I then analysed all my data and organised all my feedback. Alongside gathering feedback from users who have played the game I also… Read more

  • Update 11 – iOS Submission

    November 10, 2019 by kierant23

    After the success of the release on Android, I had one of my friends that I used to work with offer to make iOS builds for me so I could release the game on the App Store. I decided to take him up on this offer as I did not have a mac easily accessible… Read more

  • Update 10 – v1.0.2

    November 9, 2019 by kierant23

    After I released v1.0.1 I continued requesting feedback and looked at putting my game on more sites such as Reddit. From these posts I managed to generate some more downloads and therefore, receive more valuable feedback. So, this is a summary of the points of feedback I received from the 1.0.1 update: Good: Polished Looks… Read more

  • Update 9 – v1.0.1

    November 2, 2019 by kierant23

    So, as I mentioned in the previous week, when I launched the game, I sent out a few tweets, messages etc to try and get people to play my game so I could gather some feedback. In the last few days I have received a huge amount of feedback and have had to create a… Read more

  • Update 8 – Setting up Google Play and launch

    October 30, 2019 by kierant23

    In order to launch my game, I first had to make sure that I had a Google Play developer account setup. This required me to pay a £25 fee to setup the account and fill in a few forms. Once I had got the developer account, I began uploading AABs (Android App Bundles) to the… Read more

  • Update 7 – Analytics

    October 27, 2019 by kierant23

    One of the final steps before I launched Hex Disarm was to implement the Unity Analytics API. Unity Analytics will allow me to analyse exactly how my users are playing my game. For example, I will be able to see exactly how many users have completed the first 10 levels or what level the user… Read more

  • Update 6 – Unity IAP API Implementation

    October 22, 2019 by kierant23

    After I setup the Unity Ads API I decided that I wanted the user to have a way to remove the ads if they didn’t want to watch them all. So, I looked at other hyper-casual games and saw that they would often sell a “No Ads” package for around £2.99. Therefore, I implemented the… Read more

  • Update 5 – Unity Ads API Implementation

    October 18, 2019 by kierant23

    This week I decided to implement the Unity Ads API as my monetisation method in the game. To implement Unity Ads, I just had to download the Unity Ads package and then import it into my Unity project. Once I had imported the package correctly, I just had to make sure I had the Unity… Read more

  • Update 4 – Level Selection and UI

    October 13, 2019 by kierant23

    The week I decided to add some UI to my game. I decided that I wanted to keep all my UI in the style of the hexagon grid, so I decided to use hexagons throughout the app. This will also help to reduce the final build size as I will be reusing the same sprites.… Read more

  • Update 3 – Flipping, Colouring and Bomb Disarming

    October 8, 2019 by kierant23

    This week I wanted to get the flipping/colouring mechanic working. The first thing I did was make sure you can flip tiles. In order to flip tiles, I check if you are hovering over the tile and then if you press on the tile then flip it. When a tile is flipped it is animated… Read more

  • Update 2 – Bomb Allocation and Levels

    October 5, 2019 by kierant23

    This week I implemented the bomb allocation and level creation. Before I started allocating bombs, I had to come up with a system to generate the levels. I decided that I would do this by seeding the random generation so that every user would get the same levels. So, I set up my levels by… Read more

  • Update 1 – Grid generation

    October 2, 2019 by kierant23

    Once I decided I wanted to make a hexagon grid game I decided that I needed to make something that can generate a flexible hexagon grid for me. So, I began working out how I should generate this grid. The first bit I did was to work out how far apart the tiles should be… Read more

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