For a couple of days only the uh pre-pre-alpha demo of Kitty Boom is playable here:
To play match the color of the kitty to the building’s he’s smashing into by clicking/tapping/dragging the background colors.
I hope you like it, any and all feedback/comments are appreciated.
– collectibles and power ups (You can trigger double rainbow mode in the demo by clicking/tapping on kitty.)
– lots of code optimizing!
– in game explanation of what the hell is going on
– Pause Menu
-start screen refinements
– fix face detachment bug – man games have weird bugs.
– optimize graphics for iOS gl issues
– more advanced score breakdown
– end of round pause bug (causes score to sloooowly creep up)
– Boss battles
– smash into things
I think I can now officially call kitty boom a game! I have added Kitty’s death into the mix which means the previously ever expanding score now means something.
While looking for a (relatively) cheap way to add a rainbow overlay effect after running into some issues trying to fade in many openGL effects I discovered I could use a small multicolor sprite and blow it up to screen size allowing it to distort (I also rotated it so it stayed a bit random), then I just used a hue blend to mix it all together. I’m sure variants of this technique could be useful for a lot of ambient effects.
Also I think I may have Kittys burned into my retinas..
Now you can support the development of Kitty Boom with your own “Here’s Kitty!” T
All work and no play makes Kitty a dull boy. All work and no play makes Kitty a dull boy. All work and no play makes Kitty a dull boy. All work and no play makes Kitty a dull boy. All work and no play makes Kitty a dull boy.
One of my big downfalls with creative work is forgetting how much time goes into it, when each step is relatively simple I tend to breeze past it in my mind. I have spent years getting the hang of this and at least now I am not surprised when things take a little or lot longer than originally expected. Regardless game dev is relatively new territory for me so.. here are some things I learned for next time:
- It’s important to figure out where the game might end up before you create too many elements. Especially with sprite heavy games, I have spent a long while recreating, resizing and recolouring (not to mention creating) images for the game so it would work well for iOS and android. When I started out I wasn’t sure about where the game would live and I put too much semi-aimless work in because watching kitty’s abilities grow is pretty exciting.
- Optimize from the beginning – If it will end up being a function just make a function, if it should be grouped then group it straight away. There’s no point writing the same logic twice and fiddling with project structure should be kept to a minimum. The more chances you give something to break the more likely it is to break.
- Get more help. I have been lucky enough to get Darren Hackett on board for music sounds (which are sounding rad), this is a big relief as I’m balancing web presence, game planning/development, graphics and marketing on my own.
The game is coming along nicely and despite a heavy workload I have had very few bugs during development, this is partially due to my use of the Construct2 engine which has made design-centric development a much easier task to handle.
So let’s take a stab at this time frame thing. I’ll say 2 weeks from today for a playable browser based version of Kitty Boom! Wish me luck!
The bastard child of Godzilla and Nyancat, Kitty Boom is coming to smash a city near you this..uuh..year.
Currently in development for web, iOS and android, stay tuned for updates as the game progresses.