Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411365 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 05:15:39 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: [1]
1  Community / DevLogs / Re: Knight Smash - dungeon match 3 (iOS/Android) on: October 28, 2017, 05:36:10 PM
I've added a couple new items - treasure chests, that the player will collect power-ups from, and traps (skull and bones) that cause new enemies to spawn when hit. I think it's already added some nice variety to the game.



The chests currently spawn in one of two ways, and I'm trying to set them up as mini-challenges to help keep things moving. One is by getting 3 matches when the game is in the horizontal slide mode (which itself requires a mini-challenge to get into). The 2nd is spawning randomly near the bottom of a group of enemies, so the player has to "dig" a bit to get to them.
2  Community / DevLogs / Re: Knight Smash (mobile) on: October 24, 2017, 06:50:48 PM
It look interesting. I'm eager to hear more about it Smiley

Thanks!

This looks sweet, I'm a big fan of match 3 games and I've never seen one that looks like it should have Metallica playing in the background. Curious what the significance between the different symbols are in terms of gameplay? Do knight blocks behave differently than skull blocks?

Haven't started the sound track yet, but I'm sure some guitars will find there way in there!

The difference is the knight is the player character, and skulls are the "enemy". To complete a stage, all of the enemy blocks need to be eliminated. I hope to have them varied a bit in terms of artwork, i.e. different unlockable players, different enemies. Different behavior is definitely something I'd like to consider more.
3  Community / DevLogs / Knight Smash - dungeon match 3 (iOS/Android) on: October 22, 2017, 06:46:01 PM
Hello!

Knight Smash is a tile matching game in the style of Dr. Mario, being developed for mobile. Artwork below is likely all placeholder (mostly adapted from: https://kronbits.itch.io/1bit-game-assets).

The player blocks are knights, and enemies spawn from the bottom at the start of the level, then again after the timer finishes counting down. As the game goes on, stages will have more enemy waves, blocks will drop faster, and the timer between waves will decrease.




Each time the player gets a match after "fast dropping" a block, the potion bottle at the top right increases. When full, the player can use a power up that temporarily pauses movement and allows for horizontal sliding.



Other power-ups will be available, such as a fireball.



And lightning.



Thats it for now! While I've worked on games doing music + SFX, this is the first game I'm designing and programming. Please share any thoughts/feedback/ideas. Thanks!
4  Community / DevLogs / Re: W A R C U B E - [╯°□°]╯︵ ☐ on: July 07, 2016, 07:00:08 PM
Looks great! Love the slow down effect, and something about cubes bleeding smaller cubes makes me happy.
5  Developer / Audio / Re: Creating soft, bright and pleasant sounding SFX? on: July 07, 2016, 06:55:46 PM
Here's an article by the sound designer from Journey that breaks down how some of the sounds were made: http://www.gamasutra.com/view/feature/179039/the_sound_design_of_journey.php
Pages: [1]
Theme orange-lt created by panic