Oh, thanks to TorquX for the ship models.
Thursday, 20 September 2007
Monday, 10 September 2007
BreakThrough - Update
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
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.
Thursday, 21 June 2007
Progress Report - Break Through
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