Saturday, May 16, 2015

devlog #6

I love reading gamasutra articles. Especially articles like this one.Gilan Israel wrote a greate quote in the beginning of his text. It's about finishing a game is way more harder than starting the development. I never finished a game before. I'm pretty confident that Turbomine will be released.
If you start a game (libgdx or not), everything is open, unformed and you can change every little piece of your work. Thats what gives us freedom in creativity. If you come closer to your goal, you'll have an engine and game mechanics. So everything new has to fit in this world and also in your code. I think thats why it's difficult, but also new things appear on your to-do list. Marketing, sexy graphics, audio...
I'm not done with this stuff now. But thats what I think are the difficulties about finishing a game.

Theres still a lot I have to do, sadly I don't really have time for turbomine everyday. I'm feeling bad about that because I want to finish it. What did I do until now since the last devlog?

I added a analytics module to capture and analyze the click behaviour of the user. Theres no cloud synch. at the moment, but probably later. If I'd add this, just in a kind of anonymous mode.The only things the module tracks is how often a user clicked in one game and how many ressources the user mined.

The next thing I'll do is to figure out how I can improve the Ressource spawn behaviour. I need to calculate the odds in a right way. 

Furthermore a friend of mine will take care of the graphics. Thats damn awesome! You can check out some of his work on deviantart. Great vector and pixel styles! Out of that another friend wants to help with the audio stuff. So I'm very thankfull about all of this help. I'd be able to do the graphics and audio too, but I don't think that it would be that good and I don't enjoy this work. Programming is just my favourite task.

If you want to know something or you have an idea please comment down below or write to @Mezzenstein.

Saturday, May 2, 2015

Devlog #5

Howdy!

Today I want to talk about the latest changes and a new graphic style. The new graphics have a comic like outline. This style is simple and fits very well. It just works. Down below you see one of my drafts. On the bottom of this image you can see the new design of the ressources.
Early draft of the layout

I have still problems with the gameplay. You get a score if you collect all wanted ressources.
That makes the user ignore all other stone blocks. They will just spam click one or two columns.
So thats not how it should be.
The idea is now that I integrate solid blocks (granite) which are super hard to mine. Only a special item can detonate them instant, but it won't spawn often. So this mechanic allows me to "force the user" to change the columns. Thats probably what I'll try.

Damn! I'm at a point now where the game needs that many changes and of course none of them was in the concept before. The bad thing is that it would be very useful and reasonable to implement them.

Furthermore I'd like to introduce you to the new game elements.

Power ups:

Timebomb
If a user mines the power up timebomb the user will get some amount of bonus time added to the time bar. 

Miningpower 
The miningpower strengthens your miningpower to two. So for ten seconds you are able to mine twice as fast as before.


Bomb 

Sometimes there might spawn granite. Granite and diamonds are very hard to mine. A bomb can be used three times and it has a miningpower of twenty a click.








I wasn't able to work on turbomine for a week now. So this is my whole report. If you have any suggestions or other ideas please write them in the comments. Have a great weekend!