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Thunderpunch Studios

Member Since 25 Feb 2009
Offline Last Active Jan 20 2015 08:37 AM

Topics I've Started

Specific GUI Question

02 November 2014 - 10:18 AM

Hi, I was hoping someone could help educate me on what the best method for handling my game's GUI would be. We're developing in Unity.

 

Our game is a 3v3 match-3 puzzle game with combat mechanics, kind of like Puzzle Quest. Here is an example of what actual gameplay should look like:

 

Battle%2BScreen%2BSetup%2B3rd%2BDraft.jp

 

In order to achieve the results from that mock-up, I had just assumed we could load a backdrop and load each element on top of that. For instance:

 

Load a background image:

Battle%2BScreen.png

 

On top of that, load the "character sheets":

Character%2BSheet.png

 

And on top of those, load the additional UI elements, such as the Ability Buttons, Health Bars, etc:

Ability%2BButton%2B%28Neutral%29.png

 

However, I'm very ignorant when it comes to such details. My programmer seems to be set on using 9slice to segment each piece and draw it on screen (he just had me create a 32x32 gold border for him to use). He says this will make the GUI scalable. I figured there was enough empty space between the segmented elements that we could shift them a bit to accommodate varying aspect ratios to some degree, possibly adding black bars on top and bottom if necessary (16:9 is our desired aspect ration, anyway).

 

So yeah, I have no idea what I'm doing and any advice would be a huge help. I'll be happy to provide additional information if necessary. Thanks!

 

-Woody


Match-3 Program Question

30 October 2014 - 02:16 PM

I'm currently working with a programming friend on a match-3 rpg (Puzzle Hunters). We've made some solid progress and even have a demo running, but were hoping we could get some info about the best way to check for matches in such a game. Any advice would be appreciated, and I'd be happy to provide additional information.

 

The only big rule that separates our game from most other puzzle games is the inclusion of "Structure Tiles", which are basically tiles that represent terrain, walls, etc. They can't be moved directly by the player, but can be moved indirectly (by matching tiles under them, causing them to fall). They can also form matches with Ranged Tiles, Melee Tiles, or other Structure Tiles (so they act as semi-wild cards, since they won't match with Strength, Skill, Tech, or Power tiles).

 

All.png

 

Thanks!

 

-Brian Woody, Thunderpunch Studios


Budget Advice?

05 October 2014 - 04:22 PM

I'm nearing the end of preproduction on my game, but have been having difficulty putting together any sort of budget estimations. Any advice (or estimates) would be very helpful and very much appreciated!

 

Right now I'm just a single designer. I can't program or do art, though I run my own successful entertainment company in Iowa, so I've got business experience and a bit of extra cash to blow.

 

Battle%2BScreen%2BSetup%2B3rd%2BDraft.jp

(Please excuse the background image of Tatooine. It was ripped from the internet for mock-up purposes. The rest of the artwork is my property.)

 

The game is basically Puzzle Quest if you strip away all of the maps, questing, and epic story, and boiled it down to 10 "missions" that exclusively involve the puzzle-based combat, along with some minor character management (swapping out characters on your team).

 

The game is being developed in Unity for tablets and PC. At the moment it's just a single-player experience, though I would be very interested in adding an online vs mode.

 

You can check out www.thunderpunchstudios.com for more info on the project. If you need more info please post a comment and I'll be happy to answer. Thanks in advance!

 

-Woody


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