However, my partner and I are looking at a different game right now.
Also, I know there are worse reviewers than this, but man ...
"The vocab in this game needs a serious update, I have no idea which words to go for due to the fact that it does not have some retry basic words built in. Not toention the selection process needs a tad bit rethink. Overall it is a pretty great idea, it just needs to be fully realized. I would give it more stars but I'm a pass or fail kinda guy, and this did not pass... Not yet anyway :)"
There's over 250,000 words in our dictionary (that's not to say you can necessarily make all of them in the game).
Most people just query "Zen" not being in there though ;)
It's stored in a single-table Sqlite database with some techniques to make word lookup really fast. I believe it could be faster still, but this is likely beyond my technical expertise.
Next problem is to scale the game to multiple languages without bloating the download size of the game too much. Haven't decided what's best yet for this: either compressing the dictionaries for distribution (and decompressing on first launch), or an in-game download (this seems like so much effort though and just adds more friction)
An Sqlite db sounds like the sweet spot of performance and easy of use.
Couldn't you automate the in-game download? I.e.: If the user selects another language download it on the spot with a little popup telling the reason for the delay?
- More technical debt - More points of failure - Need to host the data somewhere (plus pay for it... the App Store is basically a free CDN)
Off the top of my head, it may be possible to do a Free IAP where Apple hosts the content, but I may be totally wrong on that.
There's three modes in the game: Escape, Survive, Explore. The Explore mode uses a much smaller radius and no countdown, and doesn't suffer from the same issue. Instead of thousands of tiles on the board there's hundreds.
It was interesting playing with different mechanisms for drawing the tiles though. Between pre-generated letters, real-time letter drawing and everything in-between, the solution we have works well on most models of Apple devices.
Some of the issues were also with how SpriteKit did certain things (such as how inefficient cloning a text node object is)
Here's a video from about 2 weeks into the project (it was codenamed Fractured at that time):
https://www.youtube.com/watch?v=BeMt9UJIPS0
One key mechanic in the game now that isn't in this video is the auto-panning after the user makes a word
(there's a bunch of other stuff too, like the timing mechanism, size of tiles, size of game grid, etc.., but that's more gameplay rather than mechanics)
Having said that, as noted at the top of the post, at time of writing about 600,000 games of Hexiled had been played in the 3 days since the feature started, which has totally blown us away.
We didn't like the standard Game Center pop-in notifications, so we designed our own - these use normal UIViews, and we use the built-in Twitter/Facebook sharing view controllers.
The loading spinners, alerts / dialogs are all in SpriteKit. I'm not sure if this is optimal (I believe other developers lean on UIKit a bit more), but it all fits together nicely this way.
One of the youtube movies on your linked page is titled "Hexiled Gameplay iOS & Android iPhone & iPad HD" and uploaded by "AndroidGameTech".
But writing my own game apps, I do realize why you're not doing that when implementing games directly in things like SpriteKit.
Are they using flash ? Unity ?
The music was something we used a freelancer for, however.
Hopefully if Hexiled continues to prove successful, we're in a position to get help on the visual side!
Being the first game I've ever made I wanted something I could jump into really quickly just to play around. Got a bit of momentum on it and kept going.
I do wonder about the future of SpriteKit because of this, since having to code it two or more times is a huge effort. Apple seem to be all-in on it though, especially with SceneKit coming soon.