So I’m quickly progressing in my newest game, Super Rawr-Typeand am just about to put the finishing touches on it. I’ve given myself one month (30 days) to work on this bad boy. GDC and PAX took up quite a bit of time recently, so I’ve got a few days left to go. It’s far from perfect, but it’ll do.

Next month, I’ll focus on publishing to The Windows 8 and Windows Phone 8 Stores, as well as wrapping the code in the iOS wrapper.

As you can see here, I still need some optimization. I’ve got to get a grasp on object pooling so that I can correctly display my particles, in addition to such a large number of bullets and entities on screen at once.

When played on my PC, it comes out nearly 100%, but I’ve noticed with the screen recording it begins to chug and the FPS drops incredibly low. Let’s see if I can resolve this issue in three days!