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05-05-16 07:42 PM
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Marble Maze Update

 

05-05-16 07:42 PM
Eirinn is Offline
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Okay, so in my ImaginUnderdog status update thread I mentioned the game I'm making myself to bring in income until ImagineUnderdog could put out it's first game. Well here are some more updates on it.

How it's evolved
Originally I said it was a bit of a mix between Super Monkeyball and Labrynth games, and that was true at the time. However it has since become more of it's own game but still draws from and is blatantly inspired by the two aforementioned games.

Simply put, it's a puzzle game where you must guide your marble through various hazards to the exit. Currently I plan to have a few different types of levels, they are:
1. Basic levels. Find the exit safely.
2. Timed exits. Make it to the exit before time runs out.
3. Reveal levels. The level is covered by tiles that float above it, keeping you from seeing where you are going until you get there. Once you touch a space covered by a tile, the tile is removed. There are no hazards, but you must uncover the entire level within the time limit. Think of it as playing a classic pen and paper maze blindfolded...only you don't lose when you hit a wall. I won't lie: Toejam & Earl's map inspired this one.
4. Survival. Keep from falling off of the playing field before time runs out.

Yes, it's a very simple game, but it was supposed to be. It aims to be a game that gives you something to do while waiting on a bus to show up, or on a long road trip, etc.



How much it's progressed
I finished designing and building all of the levels Monday. There are twenty of them, and they are all in 3D. Do be aware that they are rather minimalistic though, as I'm still very new to 3D designing.

So far I have roughly half of the codes for the first level scripted. I'm hoping to have the game fully scripted and debugged by the end of the month, barring another issue like I had last month.

Finally, the current file size is 40MB, but after adding music I fully expect it to be much closer to 50-60MB.

I hope you will give this game a try when it releases!
Okay, so in my ImaginUnderdog status update thread I mentioned the game I'm making myself to bring in income until ImagineUnderdog could put out it's first game. Well here are some more updates on it.

How it's evolved
Originally I said it was a bit of a mix between Super Monkeyball and Labrynth games, and that was true at the time. However it has since become more of it's own game but still draws from and is blatantly inspired by the two aforementioned games.

Simply put, it's a puzzle game where you must guide your marble through various hazards to the exit. Currently I plan to have a few different types of levels, they are:
1. Basic levels. Find the exit safely.
2. Timed exits. Make it to the exit before time runs out.
3. Reveal levels. The level is covered by tiles that float above it, keeping you from seeing where you are going until you get there. Once you touch a space covered by a tile, the tile is removed. There are no hazards, but you must uncover the entire level within the time limit. Think of it as playing a classic pen and paper maze blindfolded...only you don't lose when you hit a wall. I won't lie: Toejam & Earl's map inspired this one.
4. Survival. Keep from falling off of the playing field before time runs out.

Yes, it's a very simple game, but it was supposed to be. It aims to be a game that gives you something to do while waiting on a bus to show up, or on a long road trip, etc.



How much it's progressed
I finished designing and building all of the levels Monday. There are twenty of them, and they are all in 3D. Do be aware that they are rather minimalistic though, as I'm still very new to 3D designing.

So far I have roughly half of the codes for the first level scripted. I'm hoping to have the game fully scripted and debugged by the end of the month, barring another issue like I had last month.

Finally, the current file size is 40MB, but after adding music I fully expect it to be much closer to 50-60MB.

I hope you will give this game a try when it releases!
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05-05-16 08:02 PM
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I would love to try this out when it's ready. I'm assuming it's a mobile game since it sounds like the movement is gyroscope-based? Or would it be analog controls to move the marble how you want it to, taking how hard you push the analog into account?

I hope all this effort turns into you being really successful so one day I can brag saying "Yea, I RPed with that guy way back when. Pretty cool, I know " lol.
I would love to try this out when it's ready. I'm assuming it's a mobile game since it sounds like the movement is gyroscope-based? Or would it be analog controls to move the marble how you want it to, taking how hard you push the analog into account?

I hope all this effort turns into you being really successful so one day I can brag saying "Yea, I RPed with that guy way back when. Pretty cool, I know " lol.
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05-05-16 08:12 PM
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Eirinn : Wow, and here I was worried that things weren't going so well

If that's the size of the source code then the actual finished product will probably be smaller than that even. I had a 300-500MB ish source code and when I built it, it was around 80 MB

I'm surprised you got so much done, it's more than I can say for myself -- I've done absolutely nothing productive in a long time

Also puzzle games are the best thing ever so I'm going to be #1 at this game when it comes out
Eirinn : Wow, and here I was worried that things weren't going so well

If that's the size of the source code then the actual finished product will probably be smaller than that even. I had a 300-500MB ish source code and when I built it, it was around 80 MB

I'm surprised you got so much done, it's more than I can say for myself -- I've done absolutely nothing productive in a long time

Also puzzle games are the best thing ever so I'm going to be #1 at this game when it comes out
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05-09-16 03:39 AM
Eirinn is Offline
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Mynamescox44 : Are you kidding? I totally plan to make that RP into a video game some day! lol It was just too iconic, man. And I need to have you voice Seifer. Yes, I'm serious about making it a game...I've spoken with an ImagineUnderdog member about it already.

Yes, it's going to be an Android game (because iOS is expensive to dev for). I would like to jump to console and handheld with the next game but it depends entirely on how well received this game is because I've hit some potentially expensive barriers with the game I want to debut on dedicated game machines with, such as getting music made for it or hiring additional programmers and animators. This game will be F2P with ad support, but I have no plans for full screen or otherwise intrusive ads, though optional video ads might be included such as "watch the video for time boost" or something similar.

As for controls: it's going to use gyroscope controls, yes. Well spotted too, as I had no idea I said anything to indicate that. Lol But if I'm able with my current ability, I would like to incorporate the option to use an on screen "control stick" as it were so that everyone feels comfortable playing.


yoshirulez! : Aye, but I am now getting into the slower portions of it, such as adjusting Unity's AWFUL 3D physics; I literally raised the gravity factor by nearly 700% (it takes a marble 1.5 seconds to fall three feet?) before it felt realistic. And yes, I was comparing it with a real life drop test at approximately 3.2 feet (one meter). I'm also still running Unity 4 which is outdated so maybe Unity 5 has fixed that. I'll see when I download it to finish the game.

And the size when I backup to flash drive is 40MB, yes. I hope it's lower when I make it, because I didn't even want to get near that size.

And on a side note: I can't wait to get back onto IU's game! I miss it. That game is where my heart really is as a developer right now.
Mynamescox44 : Are you kidding? I totally plan to make that RP into a video game some day! lol It was just too iconic, man. And I need to have you voice Seifer. Yes, I'm serious about making it a game...I've spoken with an ImagineUnderdog member about it already.

Yes, it's going to be an Android game (because iOS is expensive to dev for). I would like to jump to console and handheld with the next game but it depends entirely on how well received this game is because I've hit some potentially expensive barriers with the game I want to debut on dedicated game machines with, such as getting music made for it or hiring additional programmers and animators. This game will be F2P with ad support, but I have no plans for full screen or otherwise intrusive ads, though optional video ads might be included such as "watch the video for time boost" or something similar.

As for controls: it's going to use gyroscope controls, yes. Well spotted too, as I had no idea I said anything to indicate that. Lol But if I'm able with my current ability, I would like to incorporate the option to use an on screen "control stick" as it were so that everyone feels comfortable playing.


yoshirulez! : Aye, but I am now getting into the slower portions of it, such as adjusting Unity's AWFUL 3D physics; I literally raised the gravity factor by nearly 700% (it takes a marble 1.5 seconds to fall three feet?) before it felt realistic. And yes, I was comparing it with a real life drop test at approximately 3.2 feet (one meter). I'm also still running Unity 4 which is outdated so maybe Unity 5 has fixed that. I'll see when I download it to finish the game.

And the size when I backup to flash drive is 40MB, yes. I hope it's lower when I make it, because I didn't even want to get near that size.

And on a side note: I can't wait to get back onto IU's game! I miss it. That game is where my heart really is as a developer right now.
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(edited by Eirinn on 05-09-16 03:46 AM)    

05-09-16 03:45 AM
Spicy is Offline
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I'll definitely check it out, man. Looking forward to what you've been up to.

From what I've read it is a game I would like.
I'll definitely check it out, man. Looking forward to what you've been up to.

From what I've read it is a game I would like.
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(edited by imamonster on 05-09-16 03:46 AM)     Post Rating: 1   Liked By: Eirinn,

05-09-16 11:24 AM
yoshirulez! is Offline
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Eirinn : Just so you know about Unity 5 is that importing some projects from Unity 4 causes a few bugs that need to be sorted out but chances are that won't happen. I'd also like to include that you need to have a unity account, and for some reason it installs microsoft visual studio.

I updated to Unity 5 last night and I'm really not sure what to think about it, it took a while to get it set up. After installing it for a few hours I had to login and then take a """""short""""" survey and it was just really tedious

Oh and it installs some sort of program called 'Blend' which is used in Unity for some reason

As for the 3D physics, I still haven't used any of it in Unity 5 but I imagine it's probably not any better.

Quick question though does the game have any sort of references to ducks with hats or maybe bears with hats or fish with hats or anything like that
Eirinn : Just so you know about Unity 5 is that importing some projects from Unity 4 causes a few bugs that need to be sorted out but chances are that won't happen. I'd also like to include that you need to have a unity account, and for some reason it installs microsoft visual studio.

I updated to Unity 5 last night and I'm really not sure what to think about it, it took a while to get it set up. After installing it for a few hours I had to login and then take a """""short""""" survey and it was just really tedious

Oh and it installs some sort of program called 'Blend' which is used in Unity for some reason

As for the 3D physics, I still haven't used any of it in Unity 5 but I imagine it's probably not any better.

Quick question though does the game have any sort of references to ducks with hats or maybe bears with hats or fish with hats or anything like that
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Registered: 01-27-10
Location: Duwang
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05-10-16 07:13 PM
Eirinn is Offline
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imamonster : Awesome. Glad to hear it, man!


yoshirulez! : You and your animals with hats! xD No, sadly it does not. Sorry.
I'm not too happy about the additional steps etc. but thanks for letting me know ahead of time. It'll be a pain for me since my connection is typically lower than 128Kbps. Hopefully the blend thing is something to do with Blender and signifies another step in Unity's 3D animation etc.
imamonster : Awesome. Glad to hear it, man!


yoshirulez! : You and your animals with hats! xD No, sadly it does not. Sorry.
I'm not too happy about the additional steps etc. but thanks for letting me know ahead of time. It'll be a pain for me since my connection is typically lower than 128Kbps. Hopefully the blend thing is something to do with Blender and signifies another step in Unity's 3D animation etc.
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