Colours, and transforms, there probably is some psychology here so perhaps certain colours in certain countries? Anyway after taking a look at the cool games on mobile their app icons are always simple, so I am also going to simplify what I had and go with one of these…
Forgotten Ball is coming along very well. I’m now adding the final environment to the game so that the game can look nice from start to finish. Some of this I admit is being built on the fly, so it might not be super final.
I have a choice of gameplay mechanics which I’ve designed but sadly I don’t have all the space for them to do them justice. In testing performance took a nasty hit on some some elements so I had to make compromises, this has been a harsh lesson learnt here when targeting multiple devices. I am really conscious of this and once the final areas are complete I will be revisiting every area of gameplay so that I believe Forgotten Ball is fulfilling a standard that I am setting for it.
Horrible video, but this shows an old area getting some new love:
I really should have perhaps kept a before shot.
Giving away a pre-alpha demo was a good idea. I get feedback, I get bugs reported to me, I get confirmation that the game is enjoyable. It has pretty much caused me to rewrite a lot of code and fix some shitty bugs I didn’t know were there.
In keeping with changes, I have made a lot of changes to Forgotten Ball and honestly these are best shown in a large image. I will compose one this forthcoming week. There have been 3 additional areas added, and there is a genuine reason to this. I need to limit amount of content on screen at certain times, in these dense areas of lots of geometry it makes sense to add some lesser demanding (on GPU) content to separate out the more demanding areas.
I don’t want to enforce on myself any kind of content lock as frankly I plan on adding as much awesome to the game as possible right up till delivery date. I need to also start to really think about a release plan, and promotional things. I am a very busy one man team and writing blogs/doing videos isn’t something I have much time for, in fact I have none. I can really appreciate that they actually might help me in the long run too.
So I will also try and make one blog post a week.
This is a couple of days work and design, and it’s the new section of game world after World 4.
Some ideas have met their natural end within Forgotten Ball’s world. I don’t want to reuse elements to often and I don’t want an unnatural difficulty spike. Which has meant I have had to stray from the design document in order to keep the game fresh. This means there are some ideas to come that I didn’t originally plan to use.
Without giving much away, World 5 is the mid point of the game; early enemies and AI are more frequent and precision is part of the games key areas. When floating the user will need a good understanding of the game to this point so that they know how to utilise floating so that they can get past certain areas.
This area is also the first of 3 smart enemy encounters. Some inspiration from a couple of Mega Drive games I was playing at the weekend.