Ok, here's my take on game making.
I've been going off at this for the last six months, with frustration in the middle, a complete loos of data for some odd reason. It's the game I wanted to make for as long as I can remember, so I collected the tools and got to work.Tools used:
- Modeling: Hexagon 2.5 and Blender (though I'm about to discard Hexagon)
- Texturing: Paint.NET
- IDE: DXStudio 3.2.77
It's a marble game, in the style of Marble Blast/Ballance, with the usual collecting mechanic in these types of games. Collect all stars to activate the exit. It's a game to be played calmly, the challenges are mostly the paths taken. I plan on adding collapsible tiles, wind, and other predicaments, though.
All crap on the screen is done by yours truly, it is rudimentary, clumsy, but for the moment, it serves its purpose and that is leaving me well enough alone to code the rest of the game. At this point, I'm figuring out where to take the scoring system.
This game relies heavily on physics, the ball moves with torque, impeding the movement when on the air, though you can roll.
I'm still debating the art direction, though I'm basing this on azulejos
, because the floor is tiled. In order to make stuff happen, I made a single tile and created the whole level based on it, so not much in the way of variety. This can change, though.
Not implemented yet:
- better art
- Gameplay is where I wanted it to be.
- Amateurish Skybox
- Cool transparent sphere
- Adaptive script that makes adding levels a breeze
A bit of a demo: http://dl.dropbox.com/u/60029808/ballin-16-07-12.rar
Here are some outdated pictures that I'll update when I get home and get back to work: