The Glowing Void - Development Diary

Discussion in 'Upcoming iOS Games' started by AssyriaGameStudio, Jan 9, 2010.

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  1. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

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    #1 AssyriaGameStudio, Jan 9, 2010
    Last edited: Jan 12, 2010

    [​IMG]

    Early stage gameplay video:



    Ok guys, well I started making a game called The Glowing Void at 5pm yesterday, and stopped coding at 6am when I had a reasonable build of the game done, with high scores working using Agon ;)!

    I've started up a but of a development diary here for anyone thats interested:
    http://theglowingvoid.blogspot.com/

    For now though; here is a few teaser screenshots ;)!


    [​IMG]

    [​IMG] [​IMG]

    As the project progresses I'll upload some videos and people can give suggestions etc!

    The game will be priced initially at $0.99/£0.59 then it might raise to $1.99/£1.19 after a week ;).

    Would love to hear some thoughts from you guys!


    Also many thanks to Seishu for testing the game for me in the early hours of this morning and his great suggestions for improvements ;)! (Seishu -I'm working on them now, will prolly show how it's progressing later on today ;)!)​
     

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  2. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

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    #2 AssyriaGameStudio, Jan 9, 2010
    Last edited: Jan 9, 2010
    Ok, well based on suggestions from last night I've started adding a new mode to the game :)...

    Currently have instructions pages for both game types, and the menu GUI working... Also have one mode working 100% properly... Just need to code the actual gameplay of the new mode...

    More updates soon!... But for now i'm gonna grab some bfast :p!
     
  3. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

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    ok, the "filler game" style aspects are almost working; I just need to get it calculating the % of the screen which has been taken up by the fill objects :)!
     
  4. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

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    Yay, it now calculates the % filled... Now to add level progression :cool:, then have to tie it into Agon...
     
  5. jak56

    jak56 Well-Known Member

    So It's a filling game. Pleas make it uniqe at least! Like eliss
     
  6. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

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    #6 AssyriaGameStudio, Jan 9, 2010
    Last edited: Jan 9, 2010
    There's 2 gameplay modes (or soon will be). Seishu suggested a traditional filler mode, and there is the different take on it that it started with still in as a seperate mode ;)! Seishu also suggested some unique elements to do with objects sticking together and stuff, which I'll work on in a day or two/ after this next "beta release" :).
     
  7. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

    Dec 1, 2009
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    On the update is ready :).

    The current known bugs are:
    The red "Enemies" sometimes get stick in corners/ tight areas.

    Planned addittions:
    Fading scored when you lift your finger so you know how many you've lost/gained.
    Playing around with properties of the voids to see if theres any cool stuff I can make happen.
    Limiting the amount of voids you can make in Filler mode to stop large amounts crashing the device if you tap it 100's of times...

    I'll be sending the beta testers a download link within the next hour :)!
     
  8. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

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    Ok, all beta testers should now have the link in their e-mail inbox :).

    If you dont then please PM me ;).

    Also please post/ let me know impressions.
     
  9. jak56

    jak56 Well-Known Member

    I can't test right now as I'm meant I be sleeping (itouch right now)
    will definitely strt tomorrow!
     
  10. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

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    No problem dude ;)!

    Thanks!
     
  11. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

    Dec 1, 2009
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    Ok, the bug with it getting stuck in the corner is on it's way to being fixed :).

    And also now when you quit a game the percentage filled counter is re-set properly ;).

    Hopefully will be all sorted out tomorrow night!
     
  12. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

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    #12 AssyriaGameStudio, Jan 11, 2010
    Last edited: Jan 11, 2010
    Right, the corner bug is fixed... Theres one small bug where the red "enemies" sometimes slow down a little if trapped in a small area for a while... Working on a fix for this... But so far theres "burst" mode in, and "Filler mode" which both have quite different gameplay ;).

    If anyone has any other ideas for simple gameplay that uses similar mechanics to filler genre games then let me know, I'd love to hear them and hopefully implement them if feasable!
     
  13. jak56

    jak56 Well-Known Member

    should i post my thoughts here?
     
  14. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

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    Yeah sure, it's still in development so thoughts/ feedback/ mechanics suggestions are all fine here :).

    And please be critical if possible as thats kind of the point at this stage of development ;)!
     
  15. jak56

    jak56 Well-Known Member

    ok, the game is a good one though it isn't my speciality as you can probably see from the highscores.

    at first i wondered what stopped me from just making loads of small circles to fill up 70 percent but the point to size system fixes that so thats good.

    the only bug i've found so far is that sometimes ball will either skim the wall and suddenly move really slowly or that they hit the corner and for some reason cant get out unless hit by another red ball
     
  16. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

    Dec 1, 2009
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    Hey,
    Yeah the points system helps it; however I think I'll still put a cap of (say 20/35 circles), just to stop the physics killing the frame rate.

    The stuck in the corner bug is now fixed and will be sorted when I release the next beta.

    The slow moving "enemy balls" is a known issue, I'm working on it ;).

    Let me know if you have any other gameplay mode ideas, or alternativley if you think 70% is too high, or the balls move to fast or anything like that it would be great to know :)!

    Thanks dude!
     
  17. jak56

    jak56 Well-Known Member

    70% isn't too high as nothing really is too high- after all, everything in filler mode can be solved by randomly tapping!
     
  18. jak56

    jak56 Well-Known Member

    thinking of a new gameplay mode is harder than critiquing...
     
  19. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

    Dec 1, 2009
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    I'm thinking about perhaps having the player change colour (say every 10 seconds), and having different colour enemies... then to grow you need to collect enemies the same colour as you; and enemies a different colour kill you? The level then advances when the screen is clear of all enemies.

    Might experiment and see if it's fun at all!
     
  20. AssyriaGameStudio

    AssyriaGameStudio Well-Known Member

    Dec 1, 2009
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    Ok guys, my current plans are:

    Add the colour attack mode where by you need to collect the colour balls that your void is, and avoid all others.
    Change it so that the iPhones orientation ties into the physics.
    Slow down the balls a bit.
    Speed up the void expansion a bit.
    Add pickups...

    The pickups I'm thinking of at the moment are:
    - Slow down time.
    - Freeze all "Balls" for a few seconds.
    - Destroy one of the balls.
    - Invincibility for a few seconds?

    Let me know your thoughts, and/or any of your own suggestions ;)!
     

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