17th July 2018
The first version of the StewieApps website was launched, with Orb Absorb being the primary focus of attention.
With over 3 weeks until release, there's plenty of time to get it perfect!
10th August 2018
Orb Absorb will be released to the iOS App Store for both iPhone and iPad.
Over two months of learning and coding brought us to this moment.
16th July 2018
Three new color themes were added to the game, allowing
you to change the
look and feel of
gameplay. Vivid is
by far my favorite!
13th July 2018
A 'Prestige' system was introduced, allowing players to restart a particular shape with a 5% more expensive shop as well as more difficult gameplay.
This is especially aimed at
those who are very skillful
Here you can see a full timeline of how Orb Absorb came to be. From the initial thought to the release date and beyond! I hope you enjoy reading the story behind the game.
To get started click the "To The Beginning" to jump to the start of the timeline.
11 - 12th July 2018
A fully interactive tutorial was created to replace the boring 45 second text one before it. Now users actually move around the screen whilst learning how to play!
5 - 8th July 2018
This was the second weekend in a row to take a break from programming and to play the game. I also showed a few more friends Orb Absorb to get their feedback on it.
3rd July 2018
We expand! Why stick to just one shape, when you can have more!
This day was the dawn of Square Mode, with Pulse and more already thought out but not programmed, Square Mode finally had a menu to expand upon.
1st July 2018
Today the app icon for Orb Absorb was created! Based upon the earlier concept art from the
this made the
game start to
feel very real!
28th June 2018
Coming from a mathematical background, it's no surprise that I had a desire to introduce a statistics page. And that is exactly what I did! There's a flurry of statistics at every player's fingertips.
27th June 2018
Background Animation was created! And then later that day destroyed!
So, I created a nice and simple background animation that was just some circles bouncing around with a low opacity. Turns out this caused a massive memory leak, and the only fix I could find was to remove it entirely. Thus, no more background animations!
26th June 2018
Did you know the original release date was 31st August? Well on this day we brought forward the release date three whole weeks, due to a significant underestimation of how long it would take to make the app.
23rd June 2018
Massive progress came this day, when I created a shop screen that scrolls well, as well as got a couple of the simpler upgrades like Multiplier functional.
Also a couple sounds were added to the shop for when you buy an item (or don't have enough points for one thing)
21st June 2018
Today I learnt a vital lesson:
Do not use SKShapeNodes as a primary way of generating entities in your game, this will cause massive lag spikes and memory leaks!
20th June 2018
This was the day when a very early prototype of Orb Absorb was concocted. A GIF displaying very basic gameplay mechanics was created to showcase this moment:
18th June 2018
I start learning Swift / X Code!
On this day I began my journey officially into the world of iOS App Development.
With the help of many YouTube tutorials, including @CodeWithChris, whose introduction was a perfect way to start!
May - 11th June 2018
Scratch Project released!
Before I delved into Swift, I decided to make a somewhat functional version of Orb Absorb in a software called Scratch. If you don't know what that is, feel free to check it out to the left. I'll warn you though, most people on there are under 13 years old!
(I use Scratch as it was suitable for this kind of game and I've used it for over 10 years)
The Birth of Orb Absorb