Categories
Art design Development

DragonCrash Alpha Update

Not too much time this week.  Here’s the highlights:

  • parllaxing backgrounds are back and better.
  • the new House and system for adding terrain attachments is fast.  Total time was about 3 hours to add a new item to the game.
  • Improved Energy ui.
  • Particle manager for terrain effect.
  • Upgrade to GL2 base with potential hooks for shader effects.
Categories
Art Code Development Games SwiftThought.com news

UI and update

UI! That’s right, with a little love I managed to get an in-game UI working for the basic play button (shop does nothing yet)  I also got the fundamentals of the in-app options set up and much more, but it’s not really anything that you can see..

DragonCrash-Screen-Sept14-UI

After that, I went back and did a minor re-factoring of some of the War Mages  will have a few more changes being made this weekend for the beginning of the challenge/training levels.  I hope to have that ready for publishing next week.

And finally, it’s been too long but it was beyond time to just play in photoshop for a bit.  Granted it suffers from not having a reference and I really should re-work some parts, I’m pleased overall.

Photoshop scribble-sept-d4

That’s it for this week’s update.

Categories
Art design Development

Style…damn that’s hard

It’s been a short week and it’s been pure struggle.  But the art style is slowly starting to gel.  flat and simple painterly.

Anyway.. too many things to do and not enough time to do them.

Categories
Code Development Games

A slice of DragonCrash

Whoo, I love me some 3 day weekends!  Here’s a video of what’s new.

New Features: (bulleted list version.. it’s late, sorry)

  • Basic UI and Touch controls  (it plays on android devices!)
  • Proper life and death cycle of dragon  (no animations or effects but the world stops scrolling and you cant collect powerups)
  • Terrain Attachments and the first exaple of it the Basic Tower
  • Powerups (Gold and energy) and a fountain system that sprays / tracks the physical Box objects into the world.
  • Beginnings of Spine to Box2D integration.. the dragon now has objects associated with it’s parts
  • BodyReaper,  much better garbage and body remover for the world
  • Collision System Controller, parses collisions from the world and ships them off to the proper objects as needed.
  • Collision Filtering, some things now no longer overlap and cause collisions with other objects of the same type.

Overall, I’m extremely pleased with this for less than a week’s worth of work.  (granted it was a holiday weekend and I got the lovely and understanding Wendeflonia to cover for me for the day from the kiddos and I got to spend 8+  hours on DragonCrash today)

More goodness soon.