Yes, those soft keys really put the hurt on the deployment process for everyone. Even when you do the math, the numbers still don’t really make much sense, I recall. There is a ton of dialogue on the subject on the XDA Forums and Unity Forums, as well. Even though they might not be completely relevant, that issue is largely discussed within those realms.
I will keep my eye open on GP today; thanks so much for the amazingly quick responses and lightning fast action! A holiday weekend with World Cup on TV and poor Zack is slaving over the hot coals for us! That is some unbeatable support right there and dually noted!
My game turned into one of those endless sinkholes to where I reached the core goals I had in design, but it simply wasn’t enough for my taste. I went on to expand it and pushed the envelope on the seamless complexity of it all, which meant a ton of behind the scenes functions that would baffle Einstein with the massive walls of multi-dimensional arrays, dynamic lists, and randomized chaos which would attempt to output the story of your experience in English as your reward for an untimely death. Everything in the game is cohesive randomization, and you know exactly how that goes. It is indeed getting there, but the path turned out to be much longer than expected.
As a lone developer and party of one, other aspects take a hit in the attention department as the coding portion gobbles 95% of my time. As such, copyrights have not been registered, web page is absent, no GP account just yet as I have nothing to submit at this time. I thought about bringing in a second person, but to sort out and to explain the complexity I created would just hinder things even more. It’s difficult to categorize my game because it’s a hybrid; I might be giving away too much to describe it, but it’s generally a living card game in which the main variables are powered by customized dice and played as a solo board game…kinda. The card titles are long and elaborate and there are 2.1 billion of them (magic number) - all expansions will be included from the start and generated by the game itself. The engine has a custom and elaborate dynamic vocabulary system which logs the game’s events as a novel and keeps tracks of all the crazy stuff the game generates throughout a session. It’s just too big for one person, but I’m still pushing forward and hope to be done by 2020. ;D I am considering taking the donateware path, similar to Pixel Dungeon, to give my contribution back to the Internet; probably the most crazy facet of the project.
So, I’m taking the weekend off and watching World Cup and playing some games, including Siralim!