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.

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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.





Apologies for the lack of updates

3 07 2014

Due to a few extenuating real-life concerns I haven’t really been able to work on my games and other projects as much recently, but I have been working on them. Shuffle Breaker is getting some feedback and adjustments from the people at TIGSource as well as some of my friends. I also finally went back and textured the ship I was working on in Blender, deliberately going for a very flat, retro style:

Golden Jackal Front 3/4 View Golden Jackal Back 3/4 View

Granted it’s not perfect, but I think I learned quite a lot from doing it.

I’ve also been working on making textures and materials in Unity as a way of increasing artistic output. I did a set of wood textures which I think came out pretty well:

Two Types of Flooring Wood Paneling Basic Painted White Wood Fill with texturing A larger view of the test room

I’ve made diffuse, normal, and specular maps for everything, learned quite a bit, and feel pretty accomplished. I’m hoping maybe in the future to have something up on the asset store but we’ll see how that goes.





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.

 





Let’s Pause for a Moment: Shuffle Breaker Dev Blog

27 05 2014

While I’m still working on stuff in addition to Shuffle Breaker, I’d be remiss to point out that after my second dev vlog video I decided to go and add a pause function (complete with menu) to Shuffle Breaker. It looks like this

Pause Screen

That’s uh…that’s about it really. Gonna be adding some difficulty options and we’ll see how that goes in due time  I hope.





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.