I developed UltraShot for the GM48 24th game development competition from October 13 – 15, 2017. The theme was “One Shot”.
Use the UltraShot cannon to blast the ball to the goal container. Other
cannons will assist in directing the ball along the way. Avoid hitting
the wall or blocks in the ball’s path.
The UltraShot cannon is the red cannon, which can be moved vertically.
Aim the UltraShot cannon using up and down (or W/S keys) and fire using
space or the left mouse button.
The green cannons will propel and redirect the ball. Some green cannons
will also spin, so aim carefully!
Blue blocks will move in a linear motion and bounce off walls. Avoid
Red blocks will move in random directions. Watch out!
The checkered circle is the goal area, which is your target.
It was a little more than five years ago when I participated in my first Dream Build Play game development competition. I created an electronics puzzle game called Resistor, using the XNA game development framework. That was the first time that I developed a game for a competition, which I eventually released on the XBox 360 console.
Recently, Microsoft announced that they are bringing back the Dream Build Play competition, which runs through the end of 2017. This time, we are free to use any game development environment, as long as our game targets either the Windows 10 or XBox One platforms. I have quite a bit of experience with Unity, and it can create builds for both platforms. Therefore, Unity is my choice for game development engine for this competition. I’ve been creating games in Unity since April 2013, when I entered my first Ludum Dare competition. Since then, I’ve participated in game jams on a monthly basis.
I always wanted to make a sequel to my TTY GFX ADVNTR game, which was the last game that I published on XBLIG for the XBox 360 console. It was the first game that I actually sold on a major marketplace and it made a small profit. The game was a menu driven RPG, where the player would battle various monsters and slay the dragon to rescue the princess.
Since this game will be targeting both PC and console, I decided to create an action RPG, instead of doing a menu driven game again. I can still use a lot of RPG concepts, while making the game more than just navigating menus. This style of game was popular in the 80’s and 90’s, but I think there has been a lack of games in this genre lately. I will probably use a lot of the concepts that I learned while developing Ancient Adventure, which was an action RPG that I developed for Ludum Dare 36.
I started working on this game last month. I was able to model a simple character in Blender. The character currently has three animations, which are standing, walking, and attack. I store the left thumbstick in a Vector3 variable, which I use to translate the character in the game world. If the magnitude is greater than zero, then the walking animation is played, otherwise the standing animation is played. Based on the x and z values, I determine the rotation of the player. I decided to make the character face only in four directions, similar to classic action RPGs. However, it seemed awkward to instantly snap between the 90 degree rotations, so I set rotation targets so the character now smoothly rotates between them.
When the attack button is pressed, I set an attack delay countdown value. While the countdown is active, the player is prevented from moving. The character material is also set to red for now, to show when the attack is active.
I also modeled a sword in Blender. I am keeping the sword as a separate game object, which I can instantiate and parent to a weapon holder bone in my character’s armature. I have a separate collider for the blade of the sword, which will eventually be used for determining collisions with enemies.
I have a lot of plans for this game, but I will probably not get around to implementing everything. I would like to have a generated world, which is stored in a SQLite database, similar to my Manifest Universe game. Since most of the games that I’ve developed over the past few years have been developed over a weekend for 48 hour game jams, I think Dream Build Play will give me a good opportunity to fully develop a game resulting in a better gaming experience.
The Fifty Flags game that I originally developed in late 2013 has been completely redeveloped from scratch. The original version really wasn’t much of a game, and it was developed just a few months after I started learning Unity. Almost four years later, I’ve learned so much more and developed a much entertaining gaming experience.
In this remake, the flags are displayed on the right side of the screen one at a time. You must click on the state represented by that flag. The states are hightlighted as you move your pointer over them. After correctly identifying all fifty flags, the amount of time to pick each state correctly is displayed.
There is an easy mode and normal mode. Easy mode displays the name of each state at the top of the screen. Normal mode does not display the name of the state, and state names are removed from the flags. Completing the game on normal mode will allow the player to submit their name to the leaderboard screen.
The music for the game and title screen is an electronic remix of America the Beautiful, which was composed using GarageBand for the Mac. Sound effects were created with Bfxr.
A custom Unity shader was created for the flags, so that the faces display on both sides. Transparency was required for the Ohio flag, since it is not a rectangle. The current flag is also scrolled in the background using texture offsets.
Right clicking will allow the map to be zoomed, which is helpful for selecting the New England states in the northeast. The state map was created in Blender. The states were created by following a picture guide of the United states map. Vertices were extruded and edges were cut to create all of the states. Then each state was made a separate object. All states were anchored to the (0,0,0) world position, which keeps the map intact.