Friday, 12 October 2007

BreakThrough - Update

Well, finally got some play testers and they came back with a fair few improvements. I have implemented them as best I could/can.

Thanks to all of you that have given feed back so far, it is much appreciated, please continue to do so :)




Once the music is done I will be releasing v1.0

Thursday, 20 September 2007

Warheads3D - It's coming

Here are a few screen shots of my next offering.....













Oh, thanks to TorquX for the ship models.

Monday, 10 September 2007

BreakThrough - Update



Just a quick update. Thanks to Chr0n1x's suggestions the game is looking a little more appealing to the eyes, a few more adjustments some music and we could well be there... :)

Thursday, 9 August 2007

BreakThrough - Update



Well almost there with this project now, 10 randomly generated levels, a leader board and a full compliment of powerups and special blocks are now in there.

Current Block Types:

Unbreakable
Yes, this block in unbreakable...

BiggerBall
Makes your ball bigger

SmallerBall
Guess what this does... Makes your ball smaller.

SlowBall
Slower ball

SpeedBall
Increase ball speed

LifeUp
Extra Life (you need them)

ViralBlock
Destroys ALL blocks around them (unless they are unbreakable)

ShrinkBatX
Makes your bat thiner.

ShrinkBatY
Shortens Bat

ShrinkBatXY
Shrinks bat all round.

GrowBatX
Fatter bat

GrowBatY
Taller bat

GrowBatXY
Bigger bat all round

BubbleBall
.... not a nice pick up to get ...

StickyBat
Makes the ball stick to your bat


Already had the request for Multi-Ball, if you have any other block sugestions, post it here..

Monday, 30 July 2007

BreakThrough - Update






Well it gets closer to being finished, as you can see most of the menus are done now. I have implemented most of the block, ball and bat features. All that is left is designing the 10 levels.

If you are interested in designing a level, give us a shout :)

Sunday, 29 July 2007

BreakThrough - Wanted!



Play testers wanted for BreakThrough. Now that I have my particle system in there and the first level is done I think it is about time we had some testers of the Alpha release. If you are willing to test for DOG then please let us know here. We are always looking for avid gamers to lay down there time to test our stuff. Let us know ASAP if you are interested by posting a comment here with a description of your gaming experience and what genre you prefer.

Thanks.

Friday, 27 July 2007

GLOOM: Progress Report



Just a quick progress report on Gloom.

The engine is fully 3D now - no more 2D enemies, scenery or weapon graphics.

Whilst this restricts the end-user customisation options somewhat, since XNA compiles it's game resources when the application is compiled, the game will still ship with a level editor allowing players to create their own maps.

Players will not be able to add new creatures, items or weapons to the game anymore, however I think the move to full-3D is an acceptable trade-off. In the words of Archibald Whitwhicky, "No Sacrifice, No Victory!"

The level editor is extremely easy to use however, and maps can be built literally in minutes.

The game will feature 10 different weapons, a variety of inventory items, and numerous different enemies including soldiers, zombies, and alien monsters.

The engine now supports a variety of different door types, including star trek doors, conventional doors and blast doors.

Various different switches can be put in place to cause earthquakes, kill the lights, auto-open doors, teleport, and activeate lifts, etc.

I'll post more news once an alpha-build is ready.

Oh, which will be about a month from now.