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Just one guy making low poly games in his spare time. Currently working on "Fracture the Flag" - working title - that was inspired by the classic board game "Crossbows and Catapults." The game is physics based and supports multiplayer.

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Working on the UI

OneWheelStudio Blog

I've been making slow progress on the UI for the game. I want to make the UI as invisible as possible. If a part of the UI isn't being used it will fade away, slide off the screen or minimize leaving as much real estate as possible to play the game. I've never been a big fan of cluttered screens.

Most functions of the weapons and worker/soliders are designed to be done contextually with mouse buttons. Unit selection is done with the left mouse button while assigning tasks is the job of the right mouse button. Select a catapult and then right click a target. Select a worker and right click a mine and it will get started producing bombs or right click a catapult to supply the catapult with ammunition. Simple. Other less common functions will be incorporated into UI's for the selected units.

With the potential for large maps and large numbers of units I've also added UI's to help find and select workers and siege weapons.

The build menu is pretty much what it sounds like... Next up creating icon for the buttons and getting a mini-map working.

It Needs a Name!

OneWheelStudio Blog

I've been working in my spare time for the past 6-7 months on a game. It's far from done, but you can get online, build a base, and destroy another players base (all physics based). Not bad. Plenty of bugs, things to improve and of course more features to implement. But I need a name!

The game is inspired by my fond memories of playing "Crossbows and Catapults" as a kid. I loved building the walls, knocking them down and trying to come up with a more clever way of building for the next round.

Crossbows and Catapults

I've add a couple new mechanics to the classic game such as claiming territory to expand where you can build and attack from. Plus there will be a very simple economy to allow both construction and "leveling" for lack of a better term. The game is part RTS, part battle arena and part childish joy of making block structures and knocking them down!

I'm slowing collecting descriptive words that I like and that might make a decent title. Here's hoping inspiration will strike...

Progress and a Little Polish

OneWheelStudio Blog
I've been making some progress with the still un-named game - got some ideas on that front too. Made some good improvements on the visuals and tightened up some of the game play. Its now possible to connection via PUN, build a castle and blow up your neighbors castle.

Gone a little particle effect happy. Added clouds, explosions to the bombs and "con trails" to the catapult projectiles.

Next on the list is the UI. I think I've said that before. But this time I mean it! With the UI will come more functionality. There will be some sort of game economy or currency to allow players to add more walls, ammo depots, workers, etc. Likely to be based on some simply resource collection and or XP. Also in the work will be the ability to "upgrade" bits during gameplay. So as players accumulate XP (or something) they can choose to have workers walk faster, projectiles go faster and further, get heavier bricks for more durable walls, etc. Every game will start fresh with each player at 0 XP. The upgrade choices made by the player decide the final outcome... I loved that aspect of League of Legends.