As a novice programmer I figured making a match-3 game would be a good and simple learning experience. I also fell in love with an idea of creating a generic, run-of-the-mill, match "puzzler"; which would unexpectedly start breaking the 4th wall, glitching, "rebooting the phone", deconstructing itself, and similar fun stuff. With some semblance of a short story too (dialog driven).
2-3 months is what it was supposed to take, so naturally I'm now on month 16 (of on and off) developing this thing. During this time the core idea kept changing, the scope kept shifting up and down, and a ton of time went into learning the unknowns. When I say "novice programmer", think: "hasn't used arrays until 9 months into the project... for a grid based game".
The GameSolomeow's Magic Blast has you join Solomeow - a cat wizard-familiar-thing, who's keen on becoming your friend, your pal, your best buddy. Together you'll grow in magical powers through copious amount of match-2 levels. All the while developing your relationship (or not).
The core of the game is solving match-2 levels, gaining numerous upgrades to make the levels easier/funner, and occasionally engaging into simple dialog with Solomeow between levels.
I went with Match2 because I find them funner and faster to play than the classic match3 (bejeweled, candy crush) I also didn't want to endure the tedium of watching random matches fire off by accident while testing.
GoalsI find these types of games to be all about juice and fireworks, while "solving puzzles" is just a Skinner box facade which creates a very strong compulsion loop. One of the main inspirations for Solomeow's magic blast has been watching my partner play games like Candy Crush and Toon Blast nearly daily for years. Also me getting stuck in them far past the point of novelty or fun.
I'm creating a finite game, and hope to escalate the compulsion loop into a crescendo of dopamine rewards. Until it peaks and all comes crashing down in a hopefully satisfying finale, releasing the player from the loop and desire to play further. No idea if I'll succeed with this, but that's the driving force.
At the least I'll create a finite matching game with some twists on, and slight departures from the popular mechanics of similar games. For better or worse.
What has been done so farThe core and supplementary mechanics to play levels are mostly complete, so I'm moving on to level creation soon. Currently getting a hang on organizing scenes in Unity, grasping some more plugins, doing UI work, planning out monetization...
A lot of the art and UI work has been done, but I have yet to tackle the story bits in detail.
Spent a fair amount of time on spells, as these "explodey bits" are the funnest to interact with in these types of games. However, they're too often boiled down to merely line cleanup, area cleanup, some combination of the two, color cleanup and whole board cleanup. (RPG matching games aside).
I decided early on I wanted to utilize a magical theme. The original idea was to have the player explore combining various elements into different spellcasting effects (think Magicka, Invoker from Dota or the wizard from Gauntlet). Eventually I dropped that in favor of a simpler spells-and-mana system. Matches of 5 or more pebbles can net you 1-3 stars (mana), which are used to pay for spell casting.
Spells range in their effectiveness from randomly targeting to precise, from weak to devastating. Occasionally they have other effects as well (like swapping, shuffling, granting extra turns, etc). Currently there are around 20 different spells of which the player can choose to hold up to 5 (chosen between levels).
I'm polishing as I go mostly because I can't help myself and seeing pretty stuff on screen motivates me.
Tech used: Unity 2018.3.12 with some plugins mostly for polish. Illustrator for graphics.
Performance wise I'm aiming for 30FPS on my old lower-end android device (samsung galaxy grand prime) which I'm just about managing so far.
DevlogI find myself occasionally running out of steam, and really want to get going with some other projects. Hope writing about Solomeow's development helps me maintain productivity and finish it in the following months.