Block Brawler is a super simple multiplayer platform brawler:
squash your opponents by jumping on them!
The more you get squashed the smaller you get. You move faster the smaller you are, but too small and you lose and become a ghost!
This game was originally designed and developed in the PhyreEngine for PS4, the concept worked very well and was well received;
Since then I have worked to recreate the game in Unity. This has been done entirely from scratch, making new models, animations, textures, fonts...
Alpha 1.1.4 adds a new map and fixes a few bugs.
Alpha 1.1.3 adds a map choice screen and overhauls the UI with new 3D elements.
Alpha 1.1.2 added new lighting to maps and a new way to choose player skins in the lobby.
Alpha 1.1.1 adds a third map and small improvements to particles.
Alpha 1.1.0 added particle effects and improved flag skins.
Alpha 1.0.2 added a second map, added nodes to the level designs to use as spawn points and screen edge limiters, this helped rid some bad hard coding.
Alpha 1.0.1 fixed the camera issues from 1.0.0, changed the UI from bars along the bottoms, to cubes in each corner.
Alpha 1.0.0 was the very first available version, very alpha.
Block Brawler now has a 4th playable map!
And here's (briefly) how I made it.
Setting: Green hills with pipes leading down to a sort of sewer system
Spawn points: All above ground
Lighting: "Sun" above ground, some small point lights below
Please take note; I am a programmer, I know I might be doing this wrong...
Step 1: Using planes, made up of grids of many squares, cut out the free space for each layer of the map.
Step 2: Using target weld I convert select boxes into slopes as needed
Step 3: Selected and apply the materials to the appropriate areas
Step 4: Extrude the faces
(I don't have screenshots from every step sadly...)
Step 5: Chamfer the edges of blocks
It's important to do the chamfer before optimizing, or the chamfered edges become uneven at the joints.
Step 6: Optimize the mesh down to the least number of vertices without losing the shape.
I use the ProOptimizer for this, getting it as low as possible before tidying up with target welds.
*These steps are done for each layer*
Step 7: Export to FBX
Step 8: Import the FBX, reset the scale and rotate to face the camera, copy the required extras onto the prefab.
Step 9: Adjust the extras: Red boundary boxes moved to edges; Bot Marker moved to lowest point I want view-able; Collision boxes arranged to match the level; Spawn points moved to appropriate places.
Step 10: Adjust the light positions and colors: I'm using a yellowish green this time for the sewers.
Step 11: Create the scale model (0.055) for the level selector
Step 12: Link them into the game. I'm using simple arrays to hold my levels and associated assets.
Well... yeah... it would be good to offer the files needed to play my game if i want people to try it... I made a rookie error... Sorry...
A quick run down on what has changed since the last news article.
A brief run down on the current version and what I'm working on for the next.
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1.3.0A - Zone Control New game mode: Zone Control Try to hold the zones as long as you can and keep your opponents out!] First to fill their score bar...
1.2.1A introduces matches with upto 8 local players, this brings the number of modes to 3, FreeForAll 2-4 players, 2-8 players and 2-4 player team games...
1.2.0A introduces a new game mode - teams. From the main menu you can choose teams which works exactly like the normal play mode, but as red vs blue teams...
1.1.4A Brings a new map the game, Pipes! It also fixes a few bugs and makes a few changes Bugs: Some walls were incorrectly tagged as non jump-able ...
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