Web developer from Derbyshire, UK.

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Today I took a break from working on the code for Escape the sector, and took a step back to do something artistic. I was getting a bit dismayed, working on modular sections, which for a long time I've only been seeing in isolation, and when I put it all together to create the levels... it didn't look quite as cool as I wanted.

So dismayed about the look and feel about the entire look & feel, I started to worry that it's something that just won't work. So just for an experiment tonight, I started to work on something to give me confidence that it actually *will* work.

Full asteroid

Also, I love how nice MagicaVoxel makes it look with very little effort. If only it was as easy to replicate this look in Unity (something I’ve been trying with Escape Vector and Escape the Sector).

Purple voxel spaceship approaches landing pad

I always struggle with colours, creating a new palette doesn’t come naturally to me, so I used the one from my BotSumo game.

Spaceship lurking at the bottom

I’ve uploaded this model to Sketchfab, you can see it below. Although it’s unfortunate that I can’t seem to replicate the nice soft shadows, ambient occlusion and emission textures that makes MagicaVoxel models look so good.

Busy voxel asteroid spaceport
by daviddickball
on Sketchfab

terrain magicavoxel

I’ve abandoned the Escape Velocity game where you control a spaceship on rails, in favour of one where you’ve got more control, and it’s a race against time to finish the track. It’s a simplistic idea, but I’m hoping to make it exciting with explosions. Yes. Explosions are cool.

I’ve written a bit more about this here.


So yep, I'm still making cities in space. Which is quite fun actually!

city

salmon island yellow

city 3


I haven't finished with BotSumo, which I'm planning to make a new update with 2 new player characters, but I've been in the mood for doing art recently, having flu which makes me prefer doing artwork than coding. Here's some screenshots of the world I'm working on:

city 3

I'm not decided on the background colour yet, but likely there'll be multiple levels with different colours.

windmills

I'm going to add some of these buildings to Sketchfab, starting with this simple one:

Skfb.ly

Btw I've also added some of the BotSumo character robots to SketchFab here:

Skfb.ly and Skfb.ly

BotSumo is live!

drball Blog

Since I last blogged here, I've released my Android game "BotSumo" on the Google Play store, you can get it here: Play.google.com

Screenshot 2015 12 17 00 33 23

I didn't really plan to be spending so long on this game tbh, as it was intended to be a quick project to learn a few new things. But I've had some good feedback that it's a fun little game (below is a photo of some friends of mine playing the game over coffee), so I'm expanding it to add different playable characters.

IMG 20151219 163721

This means I'll be coding a player selection screen, which looks quite challenging (I'm not all that great at coding), but I need to learn how to do that sort of thing anyway so it's all part of the experience!

I've also been writing about BotSumo on my personal blog, so check that out too!

New voxel robots

drball Blog

So I've really been getting into making graphics with Voxels using MagicaVoxel. I made this robot today for my "RoboSumo" game.

I've always liked pixel art style, but get annoyed you have to redraw the same graphics from ever angle if it rotates. So this suits me fine.

robot

I also uploaded this to SketchFab which is a cool community of people sharing models. It's useful because I can share the link with anyone to show I've actually been doing something with my time!

Here's the link: Sketchfab.com

New game graphics

drball Blog

So I've had this visual style idea in my head for a while, but it's been difficult to actually create. I've found some software called MagicaVoxel which is great for doing what I want to do.

valley3

I love the angles of voxel graphics! However I've changed the style a bit since this first screenshot. I wanted a simpler style that showed fewer, larger blocks:

cliff 1

Then I created some assets to go on the land.

cliff 2

So I've progressed things a tiny bit. First I decided the game should be about pushing the other player out of a circle, then had the idea of making it a raised platform. Pushing the player off would cause them to tumble into oblivion.

Screenshot 2015 11 29 00 23 50

The circular platform on a square screen seemed like a bit of a waste of space, so I've changed it to a raised square platform.

Screenshot 2015 12 07 00 04 13

I need to to more testing of this, as I've found some bugs.

This game was initially created just for fun, but I might put it on the Google Play store, depending on how much good feedback I get!

Inspired by microbattles, this will be a really small, simple game. Here's the first screenshot with rough, placeholder objects.

Capture 1


...so yeah... sad times. My silly game was deleted from IndieDb with no message about why. Presumably of course because it was a shit game about shit.

I'm trying not to be too disheartened about this. It was of course my fault for picking such a stupid subject for a game.

I did spend quite a lot of time on it though, although learned a lot that I can transfer to other projects (less shitty projects hopefully!)

It's still available on Newgrounds, but currently without the update which added the pointer to the target. Maybe now that's the only way anyone will ever access it, I should update it. Even though it's unlikely many people will play Unity games in the browser from now on since that was ditched.

Play it on Newgrounds here: Newgrounds.com