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Slingshot Bob DevBlog #7

 This week adds 4 new levels, 2 new attributes, lots of bug fixes and much more. Game trailer Slingshot Bob now has official trailer! Take a look. New levels Finally, all the levels were added to the game. This is how finished level selection map looks like: Finished levels selection map Levels outlined in a green are bonus levels - they contain more difficult challenges but also gives premium currency as a reward. Added levels names are: Black Hole Time Your Move The Canon Man Under Sea Level New attributes "Nice to have" to attributes were added. They are "Eagle Eye" (gives more visible area) and "Stickiness" (allows sticking to platforms). New attributes Removed highscores Highscore system wasn't providing enough boost to the whole experience but caused a lot more hassle to maintain. After weighing pros and cons, highscores were removed from the game. Level reward for each finish Previously, level reward was given when level was first completed. No
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Slingshot Bob DevBlog #6

This week brings in total of 14 new levels, new bonus and some small tweaks to resurrection and level rewards system! New levels This week's goal was to add all remaining levels. I had to add a total of 18 levels to do that. Sadly,  I only managed to add 14 levels, so there's still 4 levels left to be added... The inspiration seed wasn't as powerful. πŸ˜… After adding all those levels, the selection map looks much more alive: Level selection map. I don't want to spoil too much of in-game content. However, I'd like to plant a seed of curiosity. That being said, here's a list of names of added levels: Tripple Threat Minified Magnifier Rough Dive Split Solution Controlled Falling Controlled Blow Against The Wind Rejected Agility Course (The "Nerve Wrecker") Frog's Leap Drift School Deadeye The Maze Floor Is Lava New bonus   The image on the right is "No Gravity" bonus icon. It removes downwards gravity effect on the ball, allowing for linea

Slingshot Bob DevLog #5

This week's update changes how attributes work, brings high-score system to the game and shareable game save file! Changes to attributes system Previously, attributes were bought using currency. However, you had to grind in-game currency to buy higher level attributes. As Slingshot Bob doesn't have many hours of content in total, grinding is not a feasible option. So, attribute points system was introduced. New attributes window As you can see, you can upgrade and downgrade each attribute. Each attribute level costs single candy, aka attribute point . Downgrade allows you to retrieve attribute points back and reassign them to other attributes without any cost. Attributes with unlocked downgrade and some changes All game can be completed without making any downgrades, so downgrade is not a key feature, thus is locked by default. To unlock it - an ad must be watched (yes, an ad... πŸ˜₯). This helps me to keep developing games in the future! ❤ Getting attribute points Level reward

Slingshot Bob DevBlog #4

Another week has passed. And we are getting closer and closer to game's release! This week had some sweet updates, however, part of them were described in  previous DevBlog . Apart from that, few other  visible (and many invisible) changes were done. So, let's get started! 😎   Attributes upgrades menu redesign Before, there was fixed amount of upgrades I could fit in the menu. Four different attributes, to be precise. As more than four attributes are planned for the final game, I had to do something about it. So, I've made the menu scroll-able (kind of): Redesigned upgrades menu Clicking left and right arrows allows scrolling through all the available attributes. Currently, there are only three fully integrated attributes, so only those three are shown. For further reference, these are the names for upcoming attributes to be added: Shots Expert The Projector Eagle Vision   Attribute description I let some people to play the game. One of the most common questions was "

SlingshotBob DevBlog #3

  Another few days passed and I'm up with some more updated on the game! I'm turning like a squirrel in a wheel. πŸ˜… So... what's new? Added springs Springs in action (camera is off because of impact camera shake effect.) The game has springs now! These little "helpers" will shoot you off-course without hesitation. However, there are levels that actually utilize these springs to complete the level. Springs have animation an configurable spring strength, so each can be different! The animation turned out quite good, in my opinion. See it below.       Start menu background Start menu now has a background. To reduce the distraction, it is tinted pretty hard, however, you can still see the action if you try hard enough. 😁     New levels Two new levels were added to the game - What's The Sequence and The Stalactite Solution . The former has unlimited moves, however it requires solving a puzzle. The latter is more about precision shooting. What's The Sequence

Slingshot Bob DevBlog #2 and release date announcement

Today was spent polishing some visual effects in the game and fixing some bugs. It had to be done sooner or later as the game started to look too static and artificial. Adding visual effects In terms of visual effects, this is what was added: fading effects when switching menus, levels, etc. icons currency, remaining shots counter, highscore indicator remaining shots counter animation splash effect for water areas level selection map hover effect player death particles Squashing bugs like a pro. Pretty much. In terms of fixing bugs... I've lost the count of them. Many, MANY small bugs from earlier development were fixed. However, fixing old code introduced NEW bugs. πŸ™‚It was time to fix those as well - fixing the fix! πŸ€ͺ Announcement of release date Ok, so the main point of this post is to announce when Slingshot Bob goes live. So, without waiting any longer (drum roll, please!). Ta-dah! Slingshot Bob release date announcement banner What's next? I'll be spending all t

Slingshot Bob's world is now breakable.

Sketches for new levels Today I was focusing on making some more levels (you can never have too much of them!).   I've managed to sketch few of them. It is insane how difficult it is to come up with ideas to make those static worlds somewhat interesting!.. While doing that, I thought "why not implement destructible world objects? That seems fun!". And I  merrily went on doing that. This, at first glance easy, feature took WHOLE DAY . Figuring out physics behind reversing velocity after collision with an object is not as easy as I thought. I'm glad it's a 2D game (imagine doing this for a 3D 😐), otherwise it would have taken whole week. πŸ™ƒ   So... how does it look? You can break simple boxes while your size is normal (yep, size can be changed with power-ups! πŸ˜‹). However, there's iron blocks, which can only be destroyed while your size is doubled. Being bigger means carrying more mass, thus making greater impact on the world (note the camera shake). Why not ha