At least Sisyphus didn’t have to call Tech Support

20 05 2015

So right after I talked about appreciating the small victories, I got handed a not-so-small defeat. My motherboard ended up burning out, thus cementing my dislike of MSI motherboards, and further cementing my dislike of Intel’s factory-provided CPU cooling fan/heat sink combo. Some time (and money) later, I now have my computer back online with a new motherboard (Asus) and a liquid coolant setup so I don’t have to deal with that fan nonsense again.

Since then I haven’t been doing as much as i’d like, though I did create another entry in my “Roguelike’s Gallery” video series, talking about Teleglitch, which you can see here (part one of three).

And I am, still, slowly, working on Ablation, having now added a few enemies and finally fixed the player movement. Here have a .gif of progress.

Pew Pew Pew

It does run a bit fast but oh well, you can see the gist. I’m currently trying to get the upgrade system in place and then have a first level ready to go. I wish I was a lot more dilligent on this kind of stuff but I’m getting back into the groove.





Careful what you write for – a series of thoughts on writing and designs.

23 02 2015

I really need to do better at writing any sort of post even if I don’t have much to talk about. In this case I do have a bit to talk about which is my slow process at working on Ablation again. While trying to figure out if I should get 2D Tookit or not (yes I’m going to), I also worked on making a Design Document so I could ground my ideas a bit better. This helped in a few ways, namely identifying I want PC and FireTV releases above all else, and while I’d like to put the game on mobile phones and tablets I think that should come after I at least have the core tech down.

I also tried to write a very bare-bones plot for the game in the document. While doing so I got reminded how your story decisions, even when you don’t expect it, might influence your artistic decisions.

When I first envisioned this game, back in college, it was going to be more of a free-form shooter similar to Escape Velocity, only set in a massive debris field. The idea being this field was the result of a never-ending series of battles between two rival star empires. The player belonged to neither of those empires, instead a “neutral” third party that would routinely scour the debris for technology to repurpose. Of course the empires would also send their own salvage teams to recover tech, as well as patrol ships. The idea being the player could grab other pieces of debris to make their ship bigger and more powerful, but at the cost of maneuverability. The top “layer” of upgrades (i.e. the newest attached ones) could be cast off as missile/bomb type weapons to also free up speed)

While I do like this idea still, I feel it’s very similar to the game Habitat (although my idea would control differently), and as such I probably won’t try visiting it for a while.

Anyway, for this iteration of Ablation I initially wanted the attacking force to be colonists, miners, etc. attacking Earth over some greivance or another, but I felt that was cliche so I wanted to turn it around, that the player was on the side of the colonists attacking a facist Earth government. The problem is that doing it with the colonists as the enemies would’ve actually been more interesting from an enemy design standpoint. After all, miners could be using ships that were jury-rigged or repurposed mining vessels rather than purpose-built military craft.

So I almost want to go back to that idea, but I want a way of doing it that doesn’t feel cliche, even though this is a vertical space shooter and the plot doesn’t really matter. Also at the same time a bunch of jury-rigged ships might be seen as less powerful than a military one, but at the same time i’d imagine mining craft, especially out in space, would be made to be pretty robust.

Anyway, I hope to have more in a bit, possibly some art or something of that effect because I have been doing a lot of art work in the background.





Block Break Air Hockey now released on Kongregate

11 11 2014

Title pretty much says it all. It’s been 17 months, some of which I should’ve spent working longer on it, but the game is now released. I’ll have a detailed post-mortem to follow but for now if you want to play it, you can find it on Kongregate by clicking here. Unity Web Player is of course, required.

BBAH Candidate Screenshot





Almost Done, but with a name change: Block Break Air Hockey dev blog

4 11 2014

So yeah, Version 1.0 of the game is almost finished, and I decided that I really didn’t like the name “Shuffle Breaker” anymore so I cahnged it to “Block Break Air Hockey” which is a bit more unwieldy admittedly, but I like it better. I’ve had a couple people testing it, just about all the issues have been accounted for. All that remains is one more pass for good luck and then I’m going to try to submit it to Kongregate. After that’s done, I’ll of course support it based on feedback, and I’ll definitely be looking into making a mobile version especially now that my parents gave me a Kindle Fire HD for my birthday, so now I have both FireOS and Android to consider deploying to.

And then after that? Well I plan to be revisiting an older game I worked on to try and make that a full-fledged application as well. But more about that when I come to it.





Rinksmanship: Shuffle Breaker Dev Blog

21 08 2014

So I’ve been reworking the design of the rink in Shuffle Breaker. Right now I haven’t put it into the game again but here’s a couple quick previews in the renderer…

ShuffleBreak_Sample_Redux

ShuffleBreak_Sample_Redux2

I’ve redone the UV mapping because it was a bit dodgy beforehand, and I also reworked the design of the goals. In addition, everything is now completely UV mapped so I will be able to use actual materials instead of just solid colors if I so desire.

Hopefully I’ll have this dropped into the game in the next few days.





Pardon the Cobwebs: Shuffle Breaker Dev Blog

11 08 2014

So it’s been a while, now that I’m no longer working on a side project at the moment I’m back at work on Shuffle Breaker. Not much to show fully yet except for a couple major changes (click for bigger):

ShuffleBreaker_Beta_R3 screen 1 ShuffleBreaker_Beta_R3 screen 2 ShuffleBreaker_Beta_R3 screen 3

Both 1 and 2-player versions of the game are now going to be vertical. In addition I added some shadowing/outlines to some of the in-game text so it shows up better against the table. Granted because of this it’s become clear some changes need to be made, like the green blocks need to be a bit more vibrant I feel. Also, although you can’t see it, I have sped up the pucks to make for a faster game, and made it so more blocks can be created on the field. This last change also came with moving the paddles all the way to just in front of the goals, which also necessitated the perspective change.

I’m still working on a few more things, like the possible introduction of powerups, but I’m getting close to having this game complete. i’m not sure if I’ll be making a mobile version anytime soon but I am planning to at least get a finished version of this game up on Kongregate.





Wood Flooring and Paneling Texture Pack now available on the Unity Asset Store

6 08 2014

After my nearly month-long break to work on a small project, I finally finished and submitted the Wood Flooring and Paneling Texture Pack I was working on to put up on the Unity Asset Store. Today I got an email saying that they had accepted the package and now it’s up on the store for all to see and purchase. I’m rather excited about this, even if nobody buys it. It still feels so weird to realize that I’ve released something now even though that was the whole point of this little project.

The package contains six textures, all with normal and specular mapping, as well as a sample scene showing how they can all work together.

If you want to check it out, click here for the Asset Store link. It’s only $2 and I think that’s well worth it for the time I put into it. Hopefully I’ll be able to make more texture packs of other materials as well!

SampleScreen3

SampleScreen





Welcome to Beta: Shuffle Breaker Dev Blog

4 06 2014

ShuffleBreakerBetaLogo

 

So I went ahead and made both a Windows .exe and a Web Player version of Shuffle Breaker in its current form. The .exe (with readme file) you can download here, and you can play the Web version by following this link here. Let me know what you think!





Night Alterations: Shuffle Breaker Dev Blog

3 06 2014

After a sleepless night (caused for different reasons) I finally implemented a more breakout-styled method of puck deployment for Shuffle Breaker, as you can see here:

Break it Out

Basically just made it so the puck is a child of the paddle until you press the fire button. It also allows the player to move with the puck afterwards as can be seen here.

Slidin Away

The initial implementation took only about 10-15 minutes but of course because this is game development, that meant something else broke, usually in the form of the pucks just straight-up disappearing at times. About 1 hour later I had fixed it though and also fixed the problem with the pucks doing their best Poochie impression and returning to their home planet whenever I used the Kinematic options for rigidbodies. So all in all a good win for me. I  should have a playable beta up for people to hammer on either later today or tomorrow.

 





Just throw the dang puck at ’em: Shuffle Breaker Dev Blog

17 04 2014

So I’ve been doing more work on Shuffle Breaker, slowly but surely. I recently fixed my nGUI implementation up a bit so that stuff is scaling a lot nicer and the anchors are behaving a lot better. Most of the previous issues were due to my unfamiliarity with newer versions of nGUI but most of that is gone now. I’m also working on a new Main Menu with a slightly more unified theme, a preview of which you can see below:

New Menu Preview

As you can see I’m attempting to more fully embrace the chalkboard aesthetic. Not sure if I’ll include the sliding panels still, I might just have the menus pop in and out, or maybe apply a fade effect if i can swing that, we’ll see.

The other aspect I was working on was still trying to find a good place to put the pucks when they need to be dropped both to start the game and to restart the game. The end result being the pucks being flung into the rink from the corner, like so.

Hyup!This works pretty well, though not always, especially in later parts of the game, like this:

Fshewww...I’m thinking I might give it a random angle so that it might go in a few different directions. Anyway that’s all for me for now, I swear I’m going to get more regular at making updates, even if it’s not specifically about game dev. Maybe some reviews or random thoughts, I dunno.