Posts Tagged ‘juice’

BoltStorm – A week after the jam

Sunday, December 20th, 2015 9:08 am

Hello everyone,

It’s been a week already since we made BoltStorm, hectic snake-like dungeon shooter. If you haven’t tried it yet, we recommend you do:


Bolt Storm indeed!

We did some major bug fixes right after the jam and now we’re working on gameplay and visual fixes for problems reported by the players. As for any other jam game, BoltStorm still needs a lot of work. If you have any feedback that you’d like to give, please do so as it will help us improve the game.

So How did we start with BoltStorm? To keep it short, our goal initially was to come up with a small concept and polish it well. Three main points of focus were: Simplicity, Juiciness, Progression. We managed to focus on first 2 points, but the progression part was lacking as the time ran out. We had more plans regarding progression but we ended up with something very simple, where player grows in size and as they level up, game becomes gradually more difficult by throwing a lot of enemies at them. Maybe we will expand on that later on.

Kickback, Screenshake, Damage feedback, Permanence.. just a bit of juiciness.

What needs to be noted is that we took examples from Vlambeer’s Art of Screenshake. If you are an indie dev and haven’t heard of it, go watch it HERE! (by Jan Willem Nijman) You will be surprised to learn that simple visual feedback in your game can make a huge difference.

There’s more to write about, but that’s it for now. If you’re interested in our projects or how we make games, find us on Facebook or Twitter and ask anything you like! Meanwhile we’ll be playing and rating your games(maybe Stream too?). Send us your games!


Bab Bricks got more Juice

Posted by (twitter: @Local_Minimum)
Saturday, January 11th, 2014 6:51 pm

Yesterday there was little to show.

Today, the basic mechanics feel quite complete so I’ve had a great time experimenting and adding effects.

All fonts and several assets are still just placeholders, but that shouldn’t be too demanding to fix tomorrow.

I’ve done a main menu and a tutorial level. As a happy accident, the bricks I was painting the menu terrain with happened to swim all by themselves. They are obviously up to no good, but I think it worked great.

And though the surroundings to the brick wall is still to be replaced, I’m very happy with that brick shattering and the tweening when new bricks are shoved into their right place:

The skip button for the tutorial is in place (upper left). Don’t forget skip buttons if you have intros or tutorials!

It will appear on the levels too after the player has attempted some few trimes.

The main obstacle is I won’t have time to work for half of tomorrow and to make a decent first level at least, I would need to make 3D assets (windows, doors, and whatnot).
We’ll see how it goes. Worst case scenario, I can put the bricks in new patterns and have the levels work by adjusting the amount of usurpers and rate of conspiracy.

Almost keeping the schedule I’ve set for myself so far. For tomorrow there are still many thing but those with low priority could probably be regarded as a wishlist.

I, must say, I’m having very much fun. Fourth game development in Unity and the rocks I hit are definitely more spaced out and softer.

saturday update, or oh crap its 1pm

Posted by
Saturday, December 18th, 2010 8:37 am

Oh well, just wake up now … anyway during the wedding party, on Hard Rock Rio that was playing music from the 70s, I just check the theme and started some background thread to think about it …

Only regular stuff come up, quests, hidden objects in the scenario, find places… Then suddenly while drinking my mango juice, its not orange it’s mango trust me, came an very very agressive idea ! hide and seek multiplayer !! 😛

I know that is too much ! I know that probably I wont finish it, but I like the idea 😛 and put together my desire of explore Unity and localization of characters together !!

I hope the little bear from the keynote help me !

Island in the strea… breakfast, day 2

Posted by (twitter: @drZool)
Saturday, April 19th, 2008 11:26 pm


Ahhh that coffee was great!

Islands are temporary up, No collision responses yet and uglyishly(I made up that word just now), randomly placed. I made all islands fit a circle, to simplify the collisions a lot, fits the theme as well. I’m gonna put the islands in a separate sector manager. Next is collisions and neatly placed islands.

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