A Little Bit About Blitz

Happy New Years everybody!  I know it's been a little quite around here lately due to the holidays and what not, but I think things are going to be picking back up as we move into the new year.  ColorGuess Plus is live on the App Store so if you don't already have it, you should really go get it.  For this post I'm going to talk a little bit about the development process of the Blitz Game Mode.

Thinking back to the development I would say blitz mode was relatively simple.  We didn't run into any major issues like we did with the challenge mode (which you can read about over in Austin's Blog).  However, blitz mode did bring up the new concept of different game modes, which proved to be a bit of a challenge.  The overall mechanics were pretty simple, just start the timer backwards from ten and when you get to zero, check the score and start a new game, making sure to keep track of how many games have been played.  There were a few minor things we needed stack overflow for, like figuring out how to change screens with out any user interaction.  The main challenge with blitz mode was keeping track of the different game modes.

From our early development days of the original ColorGuess! we knew that transferring a variable from one screen to another took a few extra steps.  Since we had already worked that out previously it was relatively simple to have the player select a game mode in one screen, and carry that through the entire game.  One of the major problems, though, was how and where exactly in the code to implement the different rules each game mode created.  For example, the blitz game needed to start the decrement timer and the initial time needed to be ten seconds while the standard game needed to start the incrementing timer at zero seconds.  At first the check was performed when ever a slider was moved, however this caused the timer to stop when ever a slider was being moved.  We ended up putting the check in the start timer method, which also had an initial check of weather or not a timer was already running.  There were a couple of other places we had to put in checks for the game mode but once we got those in the right places blitz mode came together quite nicely.

Overall, a lot of these minor game mode changes came around because we wanted to keep one play view with one controller.  We could have just made copies of the play view and made new controllers for each one, but that was obviously wasteful.  I think blitz mode taught us a little bit about keeping things simple and lean.

- Matt.

Some Rocket Stuff

. . . It turns out I'm not very productive over winter break.  Although, we did get ColorGuess Plus finished up and submitted during the first half of this week so I haven't done nothing this whole time.  We had been putting in roughly four hours a day since friday to try and get the app submitted in time (which turned out to be all for not anyways) so after we finished on tuesday I just kinda came home and haven't really done anything since then.  Because of that, this post is a little ( a lot ) latter then I had planned but here it is.

I was browsing my computer trying to clean up my hard drive when I came across some old first person rocket videos.  I thought they were pretty cool so I cut them together and put them in a video to share with you guys.  There are three launches total.  The first two are on B or C engines and the last one is on a D (I think).  If you get motion sick you might not want to watch them in full screen because they can make you a little dizzy.  Despite that, I hope you enjoy them.

-Matt.

Five Games I Want to Steal - The Last Two

This is part three of the Five Games I Want to Steal thread I've been writing for the past week or so, so if you haven't read the first two you should check those out.  As I've said before, I got the basic idea for these posts after I read a book that Austin lent me called "How to Steal Like an Artist".  The book explained how creative people steal ideas that already exist and then change them enough so people don't know where they came from.  After reading that I thought I would look at five games I would want to steal from to help make our games more creative.

To recap from the last two posts I want to steal Color Zen and KAMI for their creative puzzle game ideas (in fact, we may start working on a puzzle game in the near future) and I want to steal Ozone for it's unique maze style game play.  In this last post I'm going to kinda lump two games together.  I was originally going to separate these two but then finals got in the way and I don't want this thread to drag on.  So I decided to just wrap things up with this post. 

Tiny-wings-icon.jpg

The first game in this wrap up that I want to steal is Tiny Wings.  This is one of my all time favorite games and if you don't know what it is you should go and get it from the app store.  The reason I want to steal this game is that it incorporates a lot of physics into the game.  While any kind of platform or endless runner is going to have some kind of basic physics engine to deal with the motion of the player, Tiny Wings adds another level to that by dealing with collisions into the ground and the physics of ramps.  For example, to get as far as possible in the shortest amount of time you have to time your decants just right so that you hit the ramp at just the right angle.  If you time it wrong you'll end up running right into the side of a hill which will drastically decrease your velocity.  I've always enjoyed physics and I enjoy that extra aspect in this game.  While it would be very challenging, creating a game based around physics would be pretty fun.

badlands-icon-100032922-large.png

The last game I want to steal is BADLAND.  I want to steal this game because, well, it's just overall a great game.  It has won so many awards and is arguably one of the best games on the App store.  I think that we should use this game as a standard for all of the games we make.  While there is so much to love about this game, the unique gameplay, the challenging levels, the reason I really want to steal this game is because of its art.  The art in the game is simply incredible.  I think it would be cool to make a game that is based around the art, instead of the art being made for the game.  Creating a game where the entire plot and gameplay was about the art would make for an interesting game.

With these last two games this thread comes to an end.  I hope you enjoyed reading about some of the games and the things that make them unique.  Make sure to check out the previous two posts on my blog if you haven't read them all ready.  Thanks for reading and stay tuned for some fun videos tomorrow.

 

-Matt.

Photo Friday - Astro Events

I decided to share some photos of Astro Events for this weeks Photo Friday.  These photos were taken at different times and include an annular eclipse a transit of Venus across the sun and the PANSTARRS comet.  As always, you can also find photos from previous Photo Fridays on my photo page.  Thanks for checking these out, I hope you enjoy.

-Matt. 

Finals Week Sucks

I thought I'd take a quick break from studying to give an update on why I haven't posted anything since last friday.  As the title of the post suggests it's finals week and I've not had a lot of time to do other stuff.  We met on Monday of this week and made some progress on ColorGuess but after that I've basically had my head in books.  I've got lots of stuff I want to talk about, like the new blitz mode I've been working on for ColorGuess.  I also want to finished up the Five Games I Want to Steal thread I've been writing.  I also had an idea to post some fun rocket videos.  So don't worry, I haven't run out of things to talk about, I've just been a little preoccupied.

 

Anyways.  Thanks to everybody that's been reading.  I promise once I finish my last final on Thursday I'll get something posted so check back for that.  Now I've got to get back to Thermo.

 

-Matt.