Demo time

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.

Immediate plans:
– collectibles and power ups (You can trigger double rainbow mode in the demo by clicking/tapping on kitty.)
– achievements
– lots of code optimizing!
– in game explanation of what the hell is going on
– Pause Menu
-start screen refinements
– responsiveness
– 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)

Future plans:
– Boss battles
– leaderboards
– smash into things

Yo Cat

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..

Smashing Merch

Now you can support the development of Kitty Boom with your own “Here’s Kitty!” T

Grab it here

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. 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!


Kitty Boom: Creating Destruction

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.