Hello All,

had an entire weekend spent sick in bed.. meh… but on a positive note, whenever I wasnt confined to bed, I would fiddle with the code at the computer and get some updates done on Bump n Drop.

Many of the following features/mechanics were added to the game with placeholder graphics and sounds, but it will still give a general idea as to what direction the game is headed.

  • added title screen with a temporary game logo
  • play button added to the title screen, along with a little sound effect when you click the button
  • particle effects from the ball when it collides with an object. its a placeholder but will eventually be tweaked to look like sparks.
  • sound effects galore!! or… well actually, only 3 different sound effects… but still… 😉
  • added a whole new level… nothing fancy, and nothing permanent of course. 🙂
  • cleaned up the code in multiple instances that handle collision and scoring.
  • bug fix: no longer possible to need -1 or -2 Prismatics and then getting stuck permanently on the level.

Tons of other changes that I’ve probably missed along the way… I should probably start making notes WHILE doing changes, so that i have a proper, semi-professional looking changelog instead of sitting here for hours trying to remember which things i changed and which i didnt 😉

Anyways, until next time! have funz! :p

Hello All,

Fairly large update to the mechanics of Bump n Drop, not a whole lot of visual changes or anything else that would make you go: ooooh! 😉

Also, I’ve updated the link panel on the blog so that each game/demo has its own button, making it easier to access.

As for Bump n Drop… here is the list of changes in this version. 🙂

  • Added a bounce-barrier to the top of the level to prevent the ball from flying out of the top of the level and causing the player to die.
  • Tweaked the mechanics of the ball, making it move faster and bounce harder, making the gameplay a bit faster.
  • Added Prismatics (currently shown as White Orbs). Currently there are 3 prismatic orbs on the map, and when you hit all 3 of them, the level completion has been fulfilled.
  • Text Popup mechanic added, its currently only when you complete the level. But it will of course be updated/changed for later mechanics, such as announcing Combos, Game Over, Extra Lives, Special Trick Shots, and more thingies 😉
  • Changed the colour of the barriers and walls.
  • Added a Super Bouncer (the yellow thing), it gives the ball a larger push than the normal orbs, and doesnt disappear when hit.
  • Changed number of lives/balls to 10, it will of course be changed later, just as the actual level design.

Hello All,

Been doing alot of thinking and planning for my latest game development project. In particular, I have thought about how to keep a game interesting while keeping the accessability high, so that more players can enjoy the game without feeling that the game is too easy, too hard, too boring 😛

Now, I am not saying that I found the perfect way to do this… However, I will say that if I can look at my game, play itself, without my interference… for more than 2 minutes, without getting bored… then I am pretty much on the right track, because I tend to get bored very quickly with games that arent skill based.

Having looked more into the concepts of Pachinko (a japanese gambling pinball type game that dates back to… i think… the early 1900’s … I’ve seen Pachinko machines from 1920) and become quite fascinated with the Pachinko-game itself. I have tried to use some of the aspects from the Pachinko game and incorporate them into the game design of my own game. Also, when you see the Pachinko, and then try out Popcap’s game Peggle, you will see immediately where they got their inspiration from.

There is just something oh so mesmerising when it comes to watching little steel balls bouncing around inside an enclosed area with nothing but your own outbursts of ‘GO GO GO LITTLE BALL!!!!‘ to guide it on its way to a successful point-booster! 😉

Anyways, for those of you who havent actually tried out the game-demo-display thingy that I have here on my page, I’ve made a video that you can watch, and it will give you a rough idea where this game is headed 🙂

As you can see, the game now has 4 different colour orbs which I’ve decided to name Fire, Earth, Water, Air. Hitting these orbs will add points to your score, and later on, they will also add Mana (a sort of fuel or energy for powering certain special abilities) to your player.

For example, hitting 3 Water Orbs will add Blue Mana to your player, thus allowing you to use some of your Water Based abilities (I admit, everything is just on the idea stage currently, but I have a feeling this could prove to become quite interesting once i figure out how to code all of that :p )

So… basically what I am aiming for is a kind of Peggle-Clone with Fantasy/Roleplay elements in the shape of gaining Experience Points to level up your player-avatar. Gathering Mana while completing a level, and using said mana to cast spells and abilities that will allow you accomplish your goal of completing a level easier… Think Healing spells that give back lost balls, or throwing fireballs that allow you to target a specific area of the screen and blow up any Orbs in that area of effect. 🙂

A bit confusing in text, perhaps… but rest assured, It will all make sense once you try it… that is… once its done… that is… when its done… that is… ah well… Stay Tuned! I’m thinking and tinkering!

This game will rock when its done! and if you disagree, then by all means, chip in and add your comments and constructive critisism! I would love to hear your opinion on this concept and on my game ideas 🙂

Thanks for reading!