April 19th, 9:00 AM. Chris's bedroom, now less a room and more a monument to the power of caffeine and collaborative creativity, was the scene of a critical mission: bug hunting.
"Alright, team," Chris said, cracking his knuckles (a sound that had become oddly comforting over the past weeks). "Let's play this game until it breaks. We need to find every glitch, every bug, every imperfection."
Max, armed with a notepad and a pen, was ready to document every anomaly. "No bug is safe. We'll squash them all."
Tyrone, ever the artist, was also on the lookout for visual glitches. "And if anything looks even slightly off, I'm reporting it."
They played The Nebula Campaign multiple times, on different difficulty settings, trying different approaches, deliberately trying to break the game. They found a few minor bugs:
A rare instance where an enemy would spawn inside a wall.
A slight visual glitch with the shield power-up animation.
An inconsistency in the score display on the game over screen.
A rare bug that can't make player shoot.
Max meticulously documented each bug, noting its location, its severity, and how to reproduce it. Chris and Tyrone helped him pinpoint the causes and brainstorm potential solutions.
By lunchtime, they had a list of bugs to fix. They spent the afternoon squashing them, one by one. Max tweaked the enemy spawning code, Chris fixed the shield animation, and Tyrone corrected the score display.
After another round of playtesting, they confirmed that the bugs were gone. The Nebula Campaign was now (as far as they could tell) bug-free.
"Okay," Chris said, leaning back in his chair, a satisfied grin on his face. "Now for the big question. What's next?"
The room was suddenly filled with a palpable sense of excitement.
Max was the first to speak. "Release it! Put it on itch.io! Let the world play our game!"
Tyrone nodded enthusiastically. "And maybe…a mobile version? Imagine playing The Nebula Gauntlet on your phone!"
Chris considered the possibilities. "It's ambitious…but doable. We'd need to learn about exporting for different platforms, optimize the controls for touchscreens… It's a whole new challenge."
They spent a solid hour brainstorming, debating, and dreaming. They decided on a 14-day plan, a final sprint to get The Nebula Campaign ready for release.
Project Nebula - Release the beast (April 19th - May 2nd, 2025)
April 19th (Today): UI scaling and Resolution.
* Make sure the UI look good for all resolution.
* Get used to work on different screen size.
April 20th: Itch.io Account & Page Setup.
Create a developer account.
Design a compelling game page.
April 21st: Exporting for Web (HTML5).
Learn how to export the game for web browsers.
April 22th - April 23rd: Testing Bug Fixing:
* Find a new bug
* Test and fix all the bug.
April 24rd: Mobile Controls (Touchscreen).
Implement virtual joysticks and buttons.
April 25th: Exporting for Mobile (Android).
Learn how to export the game for Android devices.
April 26th - April 27th: Mobile Testing and Bug Fixing.
* Test the game on different mobile phone
* Test and fix all the bug.
April 28th: Marketing Materials.
Create screenshots and a trailer.
April 29th: Final PC Testing.
Do a final bug check.
April 30th: Final Mobile Testing.
Do a final bug check.
May 1st: Release on Itch.io (Web & PC)!
Launch the game!
May 2nd: Release on Mobile (Android)!
Launch the game on mobile!
"It's…a lot," Chris said, looking at the ambitious schedule. "But we can do it."
Max was already researching UI scaling and resolution. "First step, making sure the game looks good on different screen sizes."
Tyrone was sketching designs for the itch.io page. "We need to make this game look irresistible."
They spent the rest of the day tackling the UI scaling. Max learned about Godot's Viewport and CanvasLayer settings, experimenting with different approaches to ensure that the UI elements remained visible and functional on various resolutions.
Tyrone created the UI that can fit all type of screen.
Chris helped him test the changes, trying the game on different simulated screen sizes.
By 9:00 PM, the UI was scaling correctly. It was a small, but crucial, step towards making The Nebula Campaign accessible to a wider audience.
"One step closer to world domination," Chris said, with a tired but satisfied grin. He is ready for the new world.
Max was already researching itch.io account setup. "Tomorrow, we conquer the internet!" He will do his best.
Tyrone was designing a banner image for the game page. "This game is going to be a star." And he will make sure of it.
They were exhausted, but their excitement was undiminished. They were on the verge of releasing their game to the world. It was a daunting, but exhilarating, prospect.