Blitz Breaker - OUT NOW ON STEAM / ITCH.IO / HUMBLE STORE

Show us your works in progress and request feedback

Post » Sat Oct 04, 2014 5:01 am

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Blitz breaker is out now on Steam and Itch.io! Check it out: http://bonchogames.com/blitzbreaker

You can sign up for updates here: http://eepurl.com/bs20_P
Play it on the scirra arcade here: https://www.scirra.com/arcade/action-ga ... -demo-3167

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From the begining!

This is a concept I whipped up over the last week for a platformer(-ish) game for mobile (pc is a maybe).

I started with a simple vine and the idea of a one touch platformer style game. The basic premise is that your only move is a dash that keeps going until you hit something, then you can dash again. You keep doing that until you get to the end of the level. This is that result in the form of a vine:

https://vine.co/v/OW0ZU6WQ65u/embed/simple?related=0

I fleshed it over the next week, and liked the concept quite a bit. So, here is a video of that concept. The basic premise is that your only move is a quick dash that keeps going until you hit something, then you can dash again. You keep doing that until you get to the end of the level.

http://www.youtube.com/watch?v=G9HMpGxb ... e=youtu.be

So that has evolved a bit more, here's some more progress.

Pause:
pause_menu.gif


Complete a level within the goal:
star_get.gif


And the character sprite:
blitz_sprite.png


I am very undecided about the art style I want to pursue. I love this limited colour palette, but I want to achieve a similarly minimal art style, while still showing some detail to compliment it. Kind of a step above the detail of what the guys doing Planetoid are doing: http://forums.tigsource.com/index.php?topic=43401.0 but not by much.

I'm also sketching many ideas for levels, so I'll probably work on them while figuring out the art.

Cheers
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Last edited by blekdar on Tue Feb 02, 2016 6:35 pm, edited 26 times in total.
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Post » Thu Oct 09, 2014 5:14 am

So, some updates as I'll be going on off days soon (I work on a rotation and don't do much work on games while I'm home) and want to show off some stuff before hand.

The current state of the art direction, simple and hopefully effective. The background is a maybe.
artsing.png


A run-through of an in-progress stage (would be about in the 1/3 of said game. It is also a little faster than it should be. Does anyone have a good solution for making gameplay gifs?
random_level.gif


Keep in mind this is all played with 1 thumb / mouse, that was half of my inspiration for making this.

Cheers.

Also, bouncy.
bouncy.gif.gif
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Post » Thu Oct 09, 2014 7:11 am

It looks like a great idea! Fast and simple gameplay - personally, I'd opt for a much more saturated and color-intensive palette, due to the simple and bouncy feel of the game.
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Post » Thu Oct 09, 2014 12:40 pm

Oh looks cool! I want to play it already! :D
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Post » Thu Oct 09, 2014 2:21 pm

@jakobdam I'm very divided about the direction I want to take the art it. It terms of of shapes and values I feel I have found what I wanted to achieve. I do like the more subdued colour palette, but I agree I may need to add a bit more colour.
I have thought of doing something like N+, where the environment was very desaturated but the characters and items were much more vibrant, to be able to quickly differentiate the two.

Thanks for the feedback!
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Post » Sat Nov 01, 2014 6:01 am

Update!

Surprisingly solid progress this week. Made a few more levels, started working on the main menu ui. Reverted back to the old colour scheme but started to add splashes of colour to help the player differentiate objects. Check this out:

conveyor_belt.gif


So the idea is the background is more flatly coloured and shaded, but objects that matter get colour. Something along the lines of orange and blue are for you, red makes you dead. This should help due to the fast paced nature of the game. So yeah, that's that.

Gonna keep working at it, once I have the first world/area done (I would like 5 worlds around 10 levels each) I may crunch down on the ui to make a playable demo for android and pc. Feedback is always nice too.

Cheers,
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Post » Sun Nov 02, 2014 6:02 pm

This looks really fun! I love the Gameboy Color-esque visuals.

What are you doing for that cool effect on the background during the Pause Menu?
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Post » Mon Nov 03, 2014 2:41 pm

BigKid Icarus wrote:This looks really fun! I love the Gameboy Color-esque visuals.

What are you doing for that cool effect on the background during the Pause Menu?



Thanks man!

For the background I used a layer below the UI elements that was a plain white slap, then set the blending options to overlay and put a blur effect on it (that's a simplified version, I'm away from my computer right now) which fades in when the pause menu is activated. Simple but I find it effective.
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Post » Mon Nov 03, 2014 2:41 pm

Cool sprites and colours. Following!
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Post » Mon Nov 10, 2014 6:50 am

Ok, bigger than usual update, as we are going to talk about some stuff.

First off, the easy things to talk about.

#1: I'm working on a new font, so far I am liking it. Still WIP though:
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#2: I made saws. They make you dead:
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#3: Now the fun stuff.

I've always found a good UI can make a perfect seal on a game, or sully the experience for many. So, from the start I've been thinking of how to make the interface as simple and effective as I can. Now, since this is mobile that presents both limitations and advantages. The pause is pretty simple, where if you tap the time icon on the top it pauses the game, and presents you with a simple menu (see above). One bit I want to get right though is the intro, right from when you boot the game up.

This is the current state of the title menu:

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Now, this is still rough and very WIP, but the system is in place and hopefully very effective. The main character drops on the screen, in which you are presented with the flashing text "Swipe left or right". Upon doing this you get immediate feedback and watch the character jump and shoot off screen which then leads you to your default menu.

Since this is a simple platformer, the very first swipe teaches you the main mechanic right then and there! Hopefully you can fill in the details as you go. I do this because I STRONGLY dislike tutorials, and if believe if you can pull it off, use the game to teach people how to play.

This also brings me to my next important point that I think all games should employ. The top button in the menu is "Resume" (might change to continue) which starts the game right where you left off. It greatly annoys me when I have to dig through menus to continue or game, or accidentally click on New Game and have to cycle through all the menus. This way you have two touches and you are right back in the action.

Moving on.

The world select is a bit more WIP, but as it stands this may be the route I take. Have a look:

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So, this may be as simple as I can get it for now. A simple swipe takes you through the different worlds, tapping on the select button takes you down. Then you either select a level or click on the back button up in the top left, which is persistent through both stages of the menu (this is important).

Also, upon exiting the menu (with the back button) you will see the title menu resumes where you left it. You don't need to see the little bot do his thing again do you?

Okay. So that's that. As I said this is all very WIP and lacking some (or all) of the art to fill in the blanks, but I actually feel I am making some decent progress with this. As always thought, comments and critique are always welcome.

Cheers guys, happy Monday I guess (everyday is Monday where I work).
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