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[ Screenshots Blog ]
[2008][2007][2006][2005][2004]
iPhone and iPod Touch Development |
| Mid October, 2008 - iPhone Hello World |  |  |  |  | | | | Triangle rendered using OpenGL ES. The rest of the foundation code is the typical arcane stuff you see on any platform for a small basic application. | |
Block Blast! Block Blast! (exclamation point part of the title) for Windows and eventually Linux and/or Mac. Beta 0.9 can be found in the portfolio page! |
| Early March, 2008 - Funny Level |  |  |  |  | | | | Is that a...? Why, yes it is! | |
| Early March, 2008 - Revisions |  |  |  |  | | | | The UI looks a lot better. Added more music stations and some more levels. I'm going to add about two or three more before releasing the game. | |
| Early March, 2008 - Weird Level...? |  |  |  |  | | | | Weird level.. or is it? I will personally mail a cookie and a coupon for a carton of milk to whomever can guess what this logo is. | |
| Early March, 2008 - New Game Over Screen |  |  |  |  | | | A replacement for the old game over screen (see entry below). Score was rather pointless because it was based on the number of boxes you destroy and the time remaining. Now the game measures your performance and awards stars as currency so you can [now] buy more levels to play.
Accuracy is the percentage you hit a ball that collides with a box rather than the side wall. Item collection is the percentage of items picked up to the sum of the total picked up and ones fallen off. Luck is the percentage of random items given that are not the ordinary black balls. | |
| Early March, 2008 - Old Level Completion Screen |  |  |  |  | | | | This screen has more detail if the level was successfully completed, but I quit the level early. I planned on taking the player's final score (dependent on number of boxes destroyed and extra time remaining) to make a top 10 list of high scores for each level, but it seemed pointless. I never cared about them. I'm ripping out this screen with a more interesting one that involves points to buy levels. | |
| Late Feburary, 2008 - Fence Border |  |  |  |  | | | I wrote up a quick method that creates a static red fence for cosmetic reasons. There is actually an invisible wall in the physics engine to prevent boxes from falling over the sides, but this fence makes it more obvious.
The game is pretty much done. I'm finishing up some final things, adding a couple additional sound effects, and then will release it within a couple weeks. | |
| Mid Feburary, 2008 - Backyard |  |  |  |  | | | | Backyard with lots of grass and a fence. The fence is hard to break through, but the grass is so easy and fun to "mow down". | |
| Early Feburary, 2008 - Jenga |  |  |  |  | | | | A level inspired by the popular block game. There are 54 blocks, just like the original. | |
| Early Feburary, 2008 - Lava Level |  |  |  |  | | | | Fun level with very fast gameplay. There are three star boxes in the front, but it's easy for the items to roll off the table. :( | |
| Early Feburary, 2008 - Apple Trees |  |  |  |  | | | | Apple trees and apple star-boxes everywhere. The ideal strategy would be to break the apples so they turn into stars for additional balls when picked up. That way, it is easier to break the heavy tree trunks. It's fun to think of different level ideas, using blocks alone. It's all done through Lua scripts so it's easy to prototype. | |
| Early Feburary, 2008 - Music via Shoutcast |  |  |  |  | | | | I use the Fmod sound library to stream in music through shoutcast.com music stations. It was much easier than I expected it to be. I've manually picked out about eight stations from Trance to the 70s and store each in a single XML file. | |
| Late January, 2008 - Lightning Ball |  |  |  |  | | | | Ball that fires lightning bolts every couple seconds at the nearest box. | |
| Mid January, 2008 - FireBall |  |  |  |  | | | | Fireballs destroy boxes in single hits. | |
| Mid January, 2008 - Box Hitpoints |  |  |  |  | | | | Boxes now have hitpoints and crack when struck by an ordinary ball. The fireball on the other hand destroys a box in one hit. | |
| Mid January, 2008 - Ice Cube Droplets |  |  |  |  | | | There used to be sad face droplets that would subtract points when the player's paddle picks them up, but they were not fun from a gameplay standpoint.
These ice cubes act as ordinary boxes and add clutter to the scene. They do not give points, but simply get in the way of destroying the colored boxes to complete the level. They're still fun to destroy because they explode into snow flakes. | |
| Mid January, 2008 - More Progress |  |  |  |  | | | The game is definitely beginning to take shape. I've added in a clock, camera control, smiley droplets that give items like an extra ball or a bomb, and many more little things here and there.
I've also removed a lot of features that turned out to be bad ideas. | |
| Early January, 2008 - More Progress |  |  |  |  | | | | I've been adding a lot of Lua scripting support to create my levels. Also I'm adding in some weather for gameplay reasons, but we'll have to wait and see how it turns out. Lastly I added some basic particle effects code so stars burst out when a box explodes. | |
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