Well, it took a little longer than planned, but I have the splash screen, start screen, and the menus all visible in our WordPop overhaul. The screenshot is WordPop running on the new framework in a Windows Mobile 5.0 emulator.

WordPop First Screen

What sidetracked me and took some time to sort out was a subtle change in the way menus are created under the WM5 SDK versus the PocketPC 2003 SDK we were using for all previous titles. Starting in Windows Mobile 5.0, Microsoft was encouraging software to stop using the menu bar that had been so common. Instead, they wanted you to use a two softkey approach. The menu bar is replaced by the softkey bar with only two slots for text items. The user would click on these to reveal a menu or to perform a common command. The advantage was that WM5 devices would have two softkey buttons on the face of the device, so the user could interact with the common command or the menu via device buttons alone (no need for a stylus). They wanted you to do something more like this at the bottom of your screen (this is from the Solitaire game):

Softkey bar

However, this prevented us from providing our two graphic menubar buttons that started a new game and toggled the sound muting. We happen to only have two menus, but this still didn’t fit our needs. So, I opted to override the softkey bar and continue to use the older-style menu bar.

Furthermore, the way menus are described in the resources of the application had changed slightly to accommodate the new softkey bar. That meant changing how I described my menus to fit. All of this was poorly documented because they really want me to use the new look.

It’s all there, now, though. I will continue on by hooking up the standard dialogs WordPop has (About Box, Purchase Info, Preferences, etc.). I would like to hear from you about my decision to stick with the older style. I’m sure Todd would like to hear your thoughts, as well.

It’s always a balance between what we as the developers want to provide, what the customers expect, and what standard UI Microsoft would like for us to conform to. Let us know what you think.

This special edition of Triples features all the capture and fun of the original version, but with patriotic extra features. The game board is enhanced with stars and stripes pieces and includes the political option to play either as a Democratic or Republican. See who wins more often!

– Palm OS 5, Hi-Res Color Only (Such as Treo, TX, E2, Zire 72)
– Free Upgrade for Registered Triples Owners
– 30% off for Newsletter Subscribers
– Use coupon TRIPLES4JULY
– Five Difficulty Levels to Keep You Challenged and Entertained
– Play Either as a Democrat or Republican

Click Here to Download, Upgrade, or Read More

Here’s how. Try the new Triples on your Palm OS device and then go to our forum (the link is below) and post your opinion about the game. The first post will get a copy of the game – no charge – and 2 more winners will be randomly picked. If you already have a copy of Triples you can choose a copy of WordPop, Word Monaco, Farkle Dice or Word Watch.

– 1st Person to Submit a Comment Wins a Game
– Two random winners will also be picked — will it be you?
– Contest ends July 9, 2007
– Winners will be announced in the next newsletter and / or e-mail
– Make sure to register at the forum so we have your e-mail on record
– I ‘m looking forward to reading your comments

Click Here to Post Comments at the Forum

Great words by great participants. Below are winners from both the longest words, fastest posts and two random winners chosen at random.

Congratulations to all the winners.

jmw6z (longest word was looters)
Tresa
lalbert887
Deeja

If you have not already contacted me for your prize, please do so by replying to this newsletter.

Click Here to Play Smart Box Design Games

Over the next few months I will describe the features that will be added to WordPop and the rationalization behind them. Most companies do not share why they add or not add certain features and some of the reasons might surprise you. There are many reasons why features are added. For us they fall into the following areas.

  1. Was the feature requested by several players? Requesting a feature alone is not enough to get it in. The team discusses the feature. How will it add to the game? Does it enhance game play? Does it affect difficulty? Can it be added safely? How much time is involved adding it? Do we have the expertise to add it? Can we support the feature? Does it need to be explained to the player or is it intuitive? Does it differentiate the game or make it more like an existing game? But the bottom line is — IS THE REQUESTED FEATURE FUN?!
  2. Is there a bug in the game? With so many different devices the game may work 100% on a Treo 700 but have problems on a 750. I catalog all bugs reported into a bug database. The team tries to repeat the bug. If we can repeat it, we can usually fix it. Typically if a bug impedes game play we will fix it in a timely manner. The bottom line is — IS THE BUG KEEPING THE GAME FROM BEING FUN?!
  3. Is the game still competitive? As time goes by, competition will no doubt come out with similar games with more features. This is good as it forces us to rethink our game. The bottom line is — IS THE COMPETITION’S GAME MORE FUN?!
  4. Can the game be more fun? We play our games a lot. And being designers we are always looking for something to add. If the team finds the game not keeping their interest we’ll add a new feature, such as a new level or new art, to keep the game fresh. The bottom line — CAN THE GAME BE MORE FUN?!

In my next post on features I will describe the several new features being added. I’d love to hear your feedback on some of these features.