Marble Racer – Development Post 1

Marble Racer – Development Post 1

Hello everyone. We are starting our development blog and we will talk about how we developed a few of the things, how we solved a few problems and created some features. Feel free to leave comments below with questions, suggestions of topics, how we can improve our games or the blog.

All our games are being developed in Unity. The below video is the first one on Marble Racer.

Skybox
For the Marble Racer, we wanted to create a starry night for the background. I will summarise it here. We chose a starry night sky image from www.freeimages.com, we then went to Blender, placed the image on a very large sphere, inverted the normals so they would be facing inwards, placed a cube inside the sphere (the same cube as the initial Blender file) and then rendered the Environment Map of the cube. This will render what the cube is “seeing” from its viewpoint on the 6 faces. After saving the map, we had an image with 6 faces (from each side of the cube) that we just need to split in 6 separate images to be used as the skybox inside Unity. From top-left to bottom right, the sides are:

Sides

With this maps, we had to make a small change as the bottom and top images needed to be rotated 180 degrees.
Please note that, event though we used a starry background, you can use any image or scene in Blender you want to be your Skybox scene. Your imagination is the limit.
We used this tutorial for the skybox from Blender. (http://www.katsbits.com/tutorials/blender/render-skybox.php).
Since our camera inside the game does not change angles, only follow the ball in the same delta, the Skybox was not moving, it was fixed in the same position, so we just rotated the Skybox material about 5 degree per second just to give a sense of movement.

Procedural Track
We wanted to produce a random marble track, giving a higher variation of results.

Track parameters
The first thing we did was to manually produce a simple track to define the descending angle. We found that 20 degrees worked perfectly but with normal gravity the balls were to slow. Then we change the gravity on the physics manager from 9.8 to 25. That made the marbles run faster and funnier.

Track pieces
After that we chose a way to create track pieces that can be connected with each other perfectly.
We decide to create track segments with 90 degrees entry and 90 degrees exit with a descending angle of 20 degrees and the same diameter. On the middle of the circles of the start and end of each segment we placed a cube to serve as a reference point. Something like this:

track-1

Every track piece has theses components represented by bold lines. The dash lines can be any kind of length and track shapes that don’t block or stop the marbles.

Connecting the track pieces
To create a track, just randomly choose a track piece and connect the previous track exit box position with the next entry box position like this:

track-2

Voila. We had a procedural marble track.

Just one note, since we created the segments in Blender, we had to make a small change to the rotation of the object inside Blender so that the objects would be imported to Unity without any rotation. This happens because of the way both software deal with the X and Z axis.

Warp Lemon was at Playtest III

Warp Lemon was at Playtest III

Warp Lemon was present at Playtest III, an event organised by the Florianópolis IGDA Chapter. The event was held at S7 Coworking office in the centre of city, close to one of the most classic views of the city and counted with 14 different games from 9 local game studios.

We have show cased, alongside with Power my Robot (available for Android and iOS), two prototypes of new game ideas that we are working on. The games are still in very early stages, as ideas are still being created and implemented.

One game is called Ninja Boy Attack and is an action tower defense style. The story is that the Ninja Boy is being attacked by hordes of monsters and he will need your skills to defend itself. The other one is called Boom Defense and you have to defend your city from waves of missiles. This is a reinterpretation of the classic game Missile Command for modern devices.

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Papercraft of Power my Robot

Papercraft of Power my Robot

The holidays are coming, play test events are around the corner and we got in the mood for some arts and crafts. And we have created a papercraft version of our characters. What do you think? Aren’t they cute? 🙂

Did you like it? Do you want to have your own? Here are the links to download.

Papercraft_pdf_pixel

Papercraft_pdf_beebop

Papercraft_pdf_Lemonade

It is recommended to use thicker paper, somewhere between 120 to 200gsm. Please remember to be careful when cutting the paper. Adult supervision is highly recommended.

Here is a very good guide, specially if this is your first papercraft experience. Have fun!

 

 

Made With Unity Feature

Made With Unity Feature

Since we began developing games back in 2013, we were using Unity as our chosen framework because of the easiness to port games to different platforms. Also, although many other frameworks do exist, Unity was one of the first to help the Indie Developers by having a Free version (with fewer features) and they would only have you buy their Pro version only when your have a company gross income of U$100.000, which, if we do reach that level, we will happily buy the pro version. 😉

Recently, they created a space in their website to allow developers to publish the company and game profiles, as well as stories about their development called Made With Unity. We decided to go ahead and do it. And published our company profile and 1 day or so later the profile was approved by Unity. Followed by that, we also created the profile for Power my Robot, with screenshots, description and video. To our astonishment and excitement, two days later, our game got Featured in the Game section of Made With Unity. We could not be more proud by the fact that the game got recognised by one of the most Indie friendly companies in the world. We do not know how long the game will be there as there are so many other quality games being added all the time, but it is still very exciting.

So, here, we would like to say Thank You Unity!

If you want to download the game, here are the links.

Download on the App Store badge - Power my Robot         Link to Google Play - Power my Robo

First Game Review: Power my Robot

First Game Review: Power my Robot

We have officially received our first official game review from a blog and we couldn’t be more excited. The review was done by Soomla, a company responsible for the plugin that we used for our In-App Purchase and our Social Media inside Power my Robot. Here are the key points of the review:

Power my Robot is a simple, addictive mobile puzzle game you’ll love having around on your phone.
The visuals are also nice. Stages are colour-coded, and the levels feature just the right amount of details and blank spaces to avoid clutter. All of that is topped off by perfectly-fitted audio, something rarely seen nowadays. The music is in the style of retro-electro, 80s electronic music, which sits nicely with a robotic-themed game.
All things considered, I can easily say that Power my Robot is a well-built, solid puzzle game. It is fairly big and uses various tricks to keep user retention high. It’s smooth, with nice graphics and mind-boggling puzzles. It’s one of those games that will most likely stick around on your smartphone for some time.
The article was written by Sid James and published on their official blog. You can read the full article here.

If you haven’t played the game yet, get it now.

Download on the App Store badge - Power my Robot         Link to Google Play - Power my Robo