Showing posts with label Game2. Show all posts
Showing posts with label Game2. Show all posts

Thursday, 26 February 2015

Game 2 - Phaseball - Release

After a double length sprint on this game I've finally completed it.

My final release of the game can be played here: PhaseBall

I am very pleased with the final product, it is much as I imagined it would be in my head and I think the puzzle space turned out quite interesting. The design worked really well on the small and tablet screens in both landscape and portrait mode; the square playing surface was convenient to work with and made it possible to make a smoothly responsive environment without any css media query special cases.

I have some real regrets, maybe I'll get back to them when my schedule permits:
* Audio: The game would be a lot cooler with sound effects and ambient whot-not; I never seem to have time for this on these fast game projects - maybe I need an audio collaborator.
* More Levels: I think the game could have 9 more levels without being boring. I  had planned four stages including a challenge stage between 'Exploration' and 'Hardship' - that would have been good.

The full source code here if you want to copy it, mod it, use it or whatever.

Wednesday, 18 February 2015

Game 2 - More Pretty

A new release of the game with a lot more levels and a whole lot of intra-level interface and prettyness: http://elementalsystems.github.io/PhaseBall/v6/

Now I mostly have to concentrate on level design to complete this one.


Saturday, 14 February 2015

Game 2 - Almost Done

The Phase Ball game has come a long way in  the last weeks, I have intra-level interface and 10 or so levels designed. Also touch enabled and pretty good on small screens.

Here is my current working copy of the game: http://elementalsystems.github.io/PhaseBall/v5/

Next a whole lot of new level designs and a medal system.

Friday, 30 January 2015

Game 2 - Some beginner phaseball levels

Finally got this game to be semi-playable these are the first five levels I envision:

Level 1 - Simple target shoot
Level 2 - a bit more complex
Level 3 - Colour Training
Level 4 - More on Colour
Level 5 - Colour changing balls

Pretty obviously I need a loading screen and some kind of inter-level interface

Tuesday, 20 January 2015

Game 2 - Everything except a game

My latest release of the level editor with pretty steampunk graphics and a control system.

Now I've just got to do actual level design for this entity and put together some kind of structure to hold the levels and level sets.

Editor available here: http://elementalsystems.github.io/PhaseBall/levdesign3/

Saturday, 10 January 2015

Game 2 - Looking Prettier

Been working with some steam punk graphics from this deviant to see if I can't get quite a clean metallic steampunk look. Am happy so far but has some way to go.

My latest designer which includes control to aim and fire the plasma ball has the new graphics too: http://elementalsystems.github.io/PhaseBall/levdesign2/

Other new features: colour physics; targets can be placed and drawn.

Sunday, 4 January 2015

Game 2 - Level Designer

I figured that level design is going to be a big part of this project so I wanted to get an easy way to express levels as json strings very early on.

So the first version level designer is just a big text box and a live interpretation of the JSON expressed in the box. So you can live edit the JSON and change the features of the level.

The physics and collision model is working well and looks natural (although doesn't do color-physics yet).

All this currently works here http://elementalsystems.github.io/PhaseBall/levdesign1/  (you need to press the start! button once)

Friday, 2 January 2015

Game 2 - A Plan

For my next incarnation in HTML5 I am planning a simple 2d physics like game where the aim is to hit some targets with as few shots as possible with bouncy plasma balls.
I'm keen to do something which will work well on a smartphone screen - so I want to keep it simple and keep the control out of the play area.

Features:
  • Square playing surface - fire from a corner therefore 90 degrees of rotation only
  • Control speed of the plasma shot - useful because of moving surfaces and the color shifting
  • Color shifting - red barriers only interact with red plasma, also blue, (white is the all plasma color and interacts with everything)
  • Plasma balls have colour (or a colour change sequence after launch) which is indicated by the ammunition type
Look
  • Got some steam punk ideas for the  controls and board framing
  • Lots of blur and motion trail on the playing surface

Impediments
  • Level design - going to be time consuming and will require extra tools
  • Steam punk - too hard for my design skills (commons?)