Overview
My entry is porting Tunnel Lords to the Windows App Store, Try #2. This will include builds of Tunnel Lords for tablets (touch enabled) and PCs (Desktop and Laptop). Tunnel Lords is an existing game that I started during Competition #4 and completed during Competition #7 (Work occurred outside the competitions as well). You can check it out at TunnelLords.com.
During the last competition (#10), I completed porting Tunnel Lords to MonoGame, added mouse support, added support for storing game settings within UWP framework, and started adding touch screen support. I also submitted Tunnel Lords to ID@XBOX. Unfortunately, my application was denied, halting my development for Xbox ONE support.
I’ve partially added support for Windows Universal Platform (UWP). UWP runs on .NET Core instead of .Net Framework. Since I still want to support a non UWP PC build of Tunnel Lords for non-Windows 10 machines, I’m working through supporting 2 versions of Tunnel Lords. One version using .Net Core and one version using .Net Framework 4.X. The solution I’m working towards is using .Net Standard, but it is not completely working yet. I've found myself surprisingly having many difficulties getting a multi project solution that can use either framework to work. For more information on the trials of porting the game to .Net Standard, you can read through the last competition’s forum posting here: http://rbwhitaker.wikidot.com/forum/t-2086154/tunnel-lords-on-the-windows-app-store.
Tunnel Lords is already available Xbox 360 for and for Windows PC through itch.io.
Tunnel Lords trailer
Background
Tunnel Lords has been available on Xbox 360 Indie Games since 7 January, 2016. I’m very pleased with the results, with a ranking of 4+ out of 5 stars. She was programmed over the course of 1 full year (Jan 2015 – Jan 2016). I worked part time consistently the entire year. For content, my brother composed the music and half of the sounds. My wife drew about 80% of the graphics. I did all the programming and the remaining sounds and graphics. The game was completed on a shoestring budget (unless you include our time costs, which were very high), with us spending about $200 outside of purchasing the XBOX 360 for testing and deployment. Tunnel Lords was programmed in C# using XNA 4.0.
Development History
- Competition 4: Project start through first demo
- Competition 6: The long slog of game improvements and balancing
- Competition 7: Completing Tunnel Lords and publishing on Xbxo 360 Indie Games
- Competition 8: Porting Tunnel Lords to itch.io
- Competition 10: Porting Tunnel Lords to the Windows App Store, First Try
Initial Tunnel Lords screenshot from first month of programming
Current Tunnel Lords screenshot
The Challenge
Unfortunately, the Xbox 360 Indie Games Marketplace will cease to exist in September of 2017 and we would like the game to live on past this. Because of this, we ported Tunnel Lords to itch.io for Windows PC. We see very little traffic through itch.io, and still receive most all of our downloads through the Xbox 360. So, in general the itch.io port has been a bust. However, I did learn A TON about how to properly bundle compiled code into an installer, handle multiple screen resolutions, and where/how to save user data properly on a computer.
We did attempt to publish on Steam Greenlight, but have not received a warm reception. If interested, you can check it out here: Tunnel Lords on Steam Greenlight. Still waiting to hear what the final word is for Steam Direct.
We kept searching for where we wanted to port Tunnel Lords. After considering the Razor Forge TV, or a Linux port, we settled on the Windows App store. It has the benefit of not requiring porting Tunnel Lords to a different operating system while still expanding availability to tablets. After being rejected on the Xbox One, we are focusing only on the Windows App Store release for tablets, laptops, and desktops.
High level Road Map
- Finalize touch screen control
- Get full support of both .Net Core and .Net Framework through using .Net standard
- Determine/comply with Windows Universal Platform specific release requirements like game content ratings, E&O insurance
- Finish supporting full screen vs windowed mode in UWP
- Get games saving properly within the UWP framework
- Design/format new box art, screen shots, video trailer (if needed?)
- (Optional) Add an in game instruction screen