The game is now out on Google Play!
Download it here for free!
http://bit.ly/wordways_android
We also have a preview video that you can check out.
You can also read below and follow up on the progress that the game has gone through. So, stay in touch as I’ll be posting new gameplay videos, images, write ups on our experiences developing the game and even a time lapse recording of most of the development of the game.
I’d also love to hear your feedback and comments. Either follow us on Twitter or Facebook and let us know how we’re doing, thanks!
Cheers!
============ ORIGINAL POST ===========
============ ORIGINAL POST ===========
============ ORIGINAL POST ===========
Hey Everyone!
I’ve been neck deep in organizing my projects and since some things move faster than others, I decided to embark on a little adventure on my own as things build momentum. Basically, the idea is to create a small project that I can focus on making it as fun as possible, release relatively early with some good things built into it and develop from there.
So, I started creating a Word game. I have some pretty big ideas for what I’ll be doing here, but I figured I’d start by sharing a little bit about what I got so far. I will be blogging about it here to keep it up to date, and sharing some of this stuff over at the Collective Entertainment website.
Since I purchased the 2d Toolkit package last night (to handle text and a few things easily) I went to town on it. I got a basic user interface based on a sample project where you can press letters to type out words.
I built in logic to score all the buttons/letters as well as do a distribution of the alphabet based on Scrabble 100-letter rules in order to generate words.
The game right now:
- Creates a word distribution, scrambles it, and creates a single “board”
- Users can click through the buttons, recording order of presses and displays the word up on the screen.
- Grey buttons = non clicked
- Red buttons = must be part of the word
- Green buttons = buttons that have been clicked
- Users can click on any previously pressed button and have the order regress, clearing it up so you can keep going from there.
- Once you press “Accept” it records the word and resets the board.
- The white trail behind the letters is a trail of lines so you can see the order in which you have typed them (something similar to how Android handles entering the password)

Outside of the game I’m currently doing the following:
- Creating some python scripts to help me go through the dictionary, organize all of the words in there, scoring them, and adding a lot of data that I want to make sure exists so that I don’t have to deal with it in the game.
- Currently the python script goes through the TWL06 dictionary and the SOWPODS dictionary and makes sure that they co-exist in the same space. Later on, I could simply add more dictionaries and flatten them down.
So, why am I writing python scripts for the dictionaries?
- I don’t want to do what a lot of other games do where they simply take words and letters and shove it in front of the player.
- This will lead me to be able to deal with the words in a variety of ways that will be needed to create the gameplay in a way that it’s a bit more directed.
- I want to parse the dictionaries to score words based on number of letters, complexity of word due to type of letters, number of available anagrams derived from the word, popularity of the word in terms of probability of it existing, definition, etc…
- I’ll probably be organizing all of this data to be sitting inside of a single JSON file that I’ll be reading back into Unity. I’d like to keep all of the contextual data residing with each word. I’m not sure how bloated some of these files might get. I definitely want to keep the game under 20mb so anyone can download it (especially since I’m going to be making it free).
More to come soon!









