Streak Club is a place for hosting and participating in creative streaks.
This week my inspiration was quite low, so I decided to make what all lousy inspired people do - a clone of something old, but brilliant.
The result is BreakIt, a very simple version of Breakout.
For me, it was a training day for getting to know the new unity standard shader and some procedual shaders I´ve found.Right now, there is only one level and very limited gameplay.
This was the most relaxing project so far. It's not a game, I just created this evening a little toy for having fun.
You need sound to be turned on.
EDIT: V1.1. Ok, after thinking a bit about the math, here's the more accurat version. The visual disc handling and the sound modification are now more realistic.
I have sinned.
I wrote the ugliest code in my professional careeer.
I have been punished.
I have seen my weaker self laughing at me terrible, because of being succumbed to take evil short cuts.
I had nightmares to finish this game, because of my sins.
I'll never do this again.
AMEN
--------------------
Jesus! What a rodeo ride the creation of this game was. Due the inner whisper "Ah just one more line and it`s finished,...no, you don't need any annoing OOP stuff or event system or component based entity model....just look! One more little if and else and you can catch this problem." I wrote the worst spagethi stuff.
As a result in this condition the game is right now, I´m not able to correct a fault I made and to adjust the AI....to be smarter than a brainwashed hamster.
My goal for the future is: Not to finish at any cost within the week limitation, instead having a clean, clever reusable code to be proud of.
The result can be played here.
EDIT 1: I have to admit, I totally underestimated the difficulty of making a memory. A cool learning experience for myself!
I fixed the bug, now I can find the right cards and dismiss them when found.
Still there is a ToDo List:
- AI which is plaing against the player
- The juice around the logic, like for example the showing and hiding of the cards....
- More juice: Music and soundeffects.
I will continue this project this week to get hopefully a nicely playable version of it.
-----------------------------
This sunday I created a Memory. But I have recognized somewhat late that I've produced a mistake in my card sorting logic. So I have to fix this tomorrow, because I'm getting tired now.
To mix it up, here the look to the inside of the game:
Due this seems to be our week for slowing down the pace, I only write something about my efforts, without having a playable game to show.
My goal was to create a reversi clone, but I haven´t the time to fullfill this plan.It looks like this, but the mechanics are not implemented yet.
Finally done! ;-) Holidays and gamestreaks don' t really fit.
My idea was to bring a simple, but amusing concept to life:
Guess the correct amount of marbles to win.
This time, as suggested, I used specific ranged randoms to adjust the difficulty. The result is really a much more intruiging gameplay.
V.1.1
Thanks to your feedback, I added some sound for the audio feedback and added two more stages to the gameplay.
My first attempt to produce a litte game in under 10 hours.
The goal of the game is to reproduce the shown color with the help of three colorpots.
- Add one color by pressing the brightcolor buttons on the right side.
- Remove one color by pressing the darkcolor buttons on the right side.
The Game is stored here to play it online.
Have fun!
Edit: V.1.1
- Fixed the button problem
- Changed the input, so you can hold the LMB
- Changed the colorpot colors somewhat cosmetically.
- Added 5 more levels.
Thanks to all commentators for giving great feedback to improve it!
http://angitech.de/
Post a comment
Oh great to hear that, I did`t know the video neigher the enemy mechanics Bobbo mentioned.Thx!
I think some of the additional pieces I've seen are blocks that drop powerups that can be collected. These change the way the game is played (paddle bigger and smaller, sticky paddle that catches the ball and you can release at the same angle and speed but in a new location, lasers, etc.). I've also seen "enemies" that spawn continually that are normally contained at the top of the screen behind the bricks but break out when you start to clear them. These enemies just randomly wander around, but can drastically change the way the ball is traveling when you don't expect it.
This looks good!
@Anja Have you seen this demo?
They talk mostly about the additional stuff, not the core gameplay itself, but it's definitely worth a view.
- Thx for playing.
The thing of making a clone, is to to suddenly recognize the subtle greatness behind such an simple looking idea. My game is interesting for 1-2 minutes then you realize, how dull the gamemechanic is worked out.
I`ve found the following things missing to make it similar to the old:
- Like you said, the paddle should somehow change the angle, It believe there were two things added to angle: The place where you hit / and or the speed of yourself added to it, brought by the friction.
- The Bricks: there were a lot of differents of them: simplehitter, doublehitter....., some to clone your ball, some which made your ball faster or slower, bigger, teleport stones which brought you to the next level, and quite the same again made to your paddle.
- And of cource interesting ping-pong levels where do you want to place your ball in the inbetween of lines to break them all at once.
Bah...now I´m wanna at least try out some of this in on my own.... ;-)
Do you know other stuff?
Training is always good and game works as intended. :)
I am not sure how other BreakOut games make it, but the gameplay could probably be improved by a bit variation. Do they make it by adding a little randomness to angle/speed, or does the place of hit on the paddle influence the leaving angle? Or is it just the additional stuff like special stones? Can't remember.