Break It – Devlog Entry #1

Hello Everybody!

Thought about creating this Devlog series for our upcoming game Break It. I will be updating the progress of the game and look for your constant feedback during the process to improve it. Also this might be useful for anyone who would want to follow a game development process closely. I will try to keep this a mix between technical and non technical aspects. So here it goes.

After our first release Rig’s Dream, we thought about creating something casual, a no-brainer kinda game with just one touch control. And after a few brainstorming sessions, the idea of Break It was born. The core gameplay mechanics would be to hit the objects with a ball. Thats simple,huh! So we quickly got down and made a very basic prototype which was something like this.

After playing this a few times we found that it was fun to play and pretty simple with a player just tapping anywhere on the screen or just flicking to throw the ball. It was then decided that the game should contain various levels where the cubes will be governed by the laws of the physics and each level should pose different challenges to the player albeit keeping the gameplay simple. (See it; Hit it). We also decided to keep the game in a closed area. i.e the X,Y,Z will be fixed and the game will take place inside that area. Below is a very early alpha version of the game.

[WIP] Our upcoming game at a very early stage of development using placeholder assets. Its gonna be a simple no brainer hitting game with real time physics.#indiev #gamedev #unitydev

Posted by Flying Ants Studios on Tuesday, 12 September 2017

The ropes are made using line-renderer, and the cubes are primitive Cube shape from Unity. A simple sphere takes care of our ball and the throwing script is attached to the main camera. Now was the time for some actual hardwork and get the levels polished and looking good. Below is the video of couple of levels in the beta stage.

This look was achieved using PBR, Particle effects and Unity’s Post processing stack. However there is a lot more to be optimised but this got us going and we were satisfied with the look. Apart from the interactivity between the ball and the cubes, there is also some details to the environment and interactivity between non playable game objects as well.

We are now working on designing the other levels (both technical and art). The art part will get a bit easier as mostly the environment will remain the same. Lets see how it goes. I will be updating this blog regularly with the development process.

Please feel free to comment, criticize, motivate or provide any kind of feedback. You can also give your suggestions if you want to see something in the game and we will try to put it in if feasible. Stay tuned for more updates 🙂

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