Sunday, November 30, 2014

A quick update, last one about Cube Blast

Just a very quick update, I was in Belgium for the weekend so I haven't had any time this weekend to work on the project. This week I made a simple start menu, a wave timer and a game over screen. I didn't really want anything fancy since I want to finish this project as soon as possible and move on. I did however have some fun with the game over screens where I add just a little bit of lore and context to the whole situation.

The newest version can be played here:
http://gamejolt.com/games/arcade/cube-blast/36412/

Next week I'll try to find some sound effects to add and do some polishing here and there. This project has outlived its usefulness by now, so I really want to finish it up and move on to the next one!

For questions, feedback or requests I can always be reached at:
indiestepsblog@gmail.com

Wednesday, November 26, 2014

Design decisions in Cube Blast

I'd like to make this extra blogpost to talk a bit about the design desicions I made for Cube Blast. If you want to know what game I'm talking about, try it out here: http://gamejolt.com/games/arcade/cube-blast/36412/

The placement of the player was a very important thing. I used to have the player start in the middle of the screen, but there were a few things wrong with that.
First of all you couldn't really see anything except for the red block you control and a large white/grayish area around you. This taught the player virtually nothing about the surroundings and how the map worked.
Secondly, if the player encountered an enemy it would charge right for the player without any warning. The player would be given almost no time to respond before getting hit. On top of that, being in the middle would cause 4 enemies to come at the player at once and arrive at pretty much the same time.

So placing the player in the middle was no good. I instead decided to place the player to the right inbetween two blocks:
So... why is this important?
First of all, the player can see that to his right is a dark gray area together with two dark gray blocks. Assuming the player does not know anything about our game yet, this is all he can deduce from this situation: there is a light gray area and a dark gray area. The player is given a bit of time to figure things out and detect that the red block is in fact the character he is controlling. After a little while a green block appears that is moving towards the player. It seems to be coming from that little indentation in the dark gray line to the right. If the player does not move at this point, the green block will always collide with the wall before reaching the player. This will teach the player that those dark gray areas are in fact walls you cannot pass through. Furthermore, it gives the player a little bit more time to respond before being attacked by the green enemy.
Now it is time to take action! The green block comes closer and closer so the player has to try buttons to destroy it. At that point something appears in the corner that should draw the player's attention:
Intrigued by this mysterious blue aura I expect the player to head there and investigate. The aura spawns in the middle only the first time the player encounters it. All the other times the aura is randomly spawned. As the player heads over there and enters the blue aura, he suddenly changes color. This should inform the player that something should be different and it has to do with being inside that blue aura.
If the player manages to kill one of the enemies within this blue aura text appears on the screen: "Knowledge + 50". So apparantly that accomplished something. Simultaneously the knowledge meter in the upper right corner is updated to show the newly achieved knowledge amount. This should teach the player that he can earn something called "Knowledge" from killing enemies. After going at it for a while a non-experienced player should not have killed all the enemies before the aura disappears. 

This time, it does not say the "Knowledge + 50" text on the screen when the player kills enemies and the knowledge counter isn't updated. This conveys to the player that apparantly now you do not receive knowledge. At this point I expect the players to make the connection between earning knowledge and being within that aura(it's all deliberately blue).

These were some of the design decisions I made in the first level of Cube Blast. I hope I showed you a bit more of the designing process of making games and that you found it interesting enough to read through.

For questions, feedback or requests I can always be reached at:
indiestepsblog@gmail.com

Sunday, November 23, 2014

All features implemented, ready for polishing

This week I finished implementing all the features I wanted. The spells you can purchase can now all be upgraded twice. This means that mechanically, everything is working and all in order. But this doesn't mean we are finished. I am now in the process of letting people playtest the game to figure out what I should change about it to make it a better experience. I noticed that the game's difficulty ramped up way too quickly, so I lowered the amount of enemies spawned in each level significantly so that players aren't getting overwhelmed with enemies too quickly.

The newest build can be found here:
http://gamejolt.com/games/arcade/cube-blast/36412/
if you have any feedback please do send me an e-mail on: indiestepsblog@gmail.com

What I'd like to do this week is to add some information for the player. Some things aren't exactly clear how they work and while I am a strong believer in teaching through play, I am going to add some clear guidelines here and there. Furthermore, I am going to add a wave counter so that you can keep track of how far you got in the game. I will also add some flashy text to add to the game feel, as well as some sound effects.

And here I thought I'd be done by now, well I was dead wrong. I planned this as a test project to get to know Unity a bit but along the way I decided to actually finish the project off completely before moving on. So here we are, with a finished test project and yet an unfinished game.
Next week I'll make an additonal blogpost where I'd like to talk a bit about the design decisions I made creating Cube Blast.

For questions, feedback or requests I can always be reached at:
indiestepsblog@gmail.com

Sunday, November 16, 2014

Getting to the end!

I have worked hard this week and have implemented 4 different weapons/spells for you to use. The knowledge you can earn in the level can now not only be spent on upgrading your player(health, max mana, mana regeneration, shot speed) but also on purchasing new spells for you to use. I've tried to make them distinctly different, yet balanced. You can now shoot fireballs as your starting attack. Then you can purchase the Ice attack which shoots much faster and slows enemies down. You can also buy and unlock the earth spell which basically lets you charge through hordes of enemies. Finally you have the air attack which is a more close ranged, flamethrower-like attack. It is very effective at short range.

On top of that, I added a new enemy which is introduced in wave 5(if you can get that far). This enemy takes more hits than the others and shoots deadly projectiles at the player while keeping its distance. I also managed to add some floating text indicating how much knowledge you earned from killing certain enemies.

What rests now is the 2nd and 3rd levels of all the spells I implemented. You should be able to purchase better versions of the spells available all the way up to level 3 which should produce incredibly powerful spells. Furthermore, I want to add the indication of what spell you are currently using in the HUD since it is quite annoying not to be able to see your currently equipped spell.

The newest build can be played here:

Hopefully, I'll be able to implement the 2nd and 3rd levels of the spells and polish the game up a bit the coming week. The end is near it seems, I can't wait!

For questions, feedback or requests I can always be reached at:
indiestepsblog@gmail.com 

Sunday, November 9, 2014

A new build, finally...

Good day everyone,

I bring good news. With the spare time I got this weekend I managed to make a new build for Cube Blast! First of all, you now have a mana bar which is drained every time you shoot a bullet. It slowly regenerates over time, so you can't spam waves of bullets anymore. Furthermore, it now features a fully functional economy system in the form of  "knowledge" you can earn. You can spend these points on upgrading your maximum mana, your mana regeneration rate and heal your player.
Without further ado, you can play the new build here:
http://gamejolt.com/games/arcade/cube-blast/36412/


I found a dominant strategy in the game during development, which was to simply stand in the corner shooting in both directions. All enemies were forced to line up against the wall and walk towards the player, which made it incredibly easy to kill huge waves of enemies without any trouble. That is why I came up with this knowledge mechanic which requires the player to move around and stay within a certain area to earn extra knowledge points for upgrading. Because of this mechanic, it is much less appealing to stand in the corner picking off enemies since you won't be able to improve your character at all. I will try to further nerf this dominant strategy by making some kind of ranged/shooting enemy which could hurt the player from a distance.


I had some trouble here and there to make the UI working correctly. I downloaded Unity 4.6 which features Unity's brand new UI system, which is really nifty. But even though making a menu and HUD with it was really simple, I did have some trouble making it display text inside the level, especially with floating text and messages and such. I'll try to add some game feel to Cube Blast by
adding some floating text every time you earn some knowledge.


Finally, I would like to add some extra spells. As you might have noticed, the white selection box in the game can go to "empty" spaces. These spaces are reserved for new spells and upgrades to those spells. I plan to have 4 different spells in total(including the current fire spell), which can each be upgraded twice. The spells will be fire, earth, wind and ice most likely. Hopefully I'll have some of these spells ready by next week.


For questions, feedback or requests I can always be reached at:
indiestepsblog@gmail.com 

Sunday, November 2, 2014

Promises made, promises broken...

I do apologize, the amount of time I had to work on Cube Blast was quite low it seemed. With all the exams and deliverables coming up I was quite busy. I did manage to add one thing though, which is a manabar which drains a bit every time you shoot a bullet. If your manabar is empty, you are unable to shoot anymore bullets until it has regenerated enough again.
Other than that I did not make any progress on Cube Blast unfortunately. My plan is still the same as I explained in my previous blogpost. I want to make some kind of currency/upgrade system. I expect to have more time this week. Since I did not mean for this to become a big project I want to finish it within two weeks from now, which seems doable.

What I did do however, was decide on a company name and a logo/intro. I decided to go for the name: 'Geared games'. I had a good friend of mine create the logo for it(for the record, it is the same person who did a lot of the artwork for FUTransport). I then animated the logo myself to be used as an intro for the future games I'll be making. I thought it turned out pretty cool, check it out here:


Not much else to mention now. I will try to bring you a new build of Cube Blast next week where some kind of currency system is built-in.

For questions, feedback or requests I can always be reached at:
indiestepsblog@gmail.com