Showing posts with label PlasmaGun. Show all posts
Showing posts with label PlasmaGun. Show all posts

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?)