Brixtar - Day 3

Published May 23, 2007
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I've got collision detection working, so the ball can now collide with bricks, the walls and the paddle. There's a few small kinks that I'll need to debug (the ball sometimes missed a corner hit due to a flaw in the algorithm) but it's reasonably playable as it is. I've also redid the graphics, going for something that looks good in a small window over a full screen look.

With a few days left I now need to start thinking about what gameplay I want to put into Brixtar. It's been a while since I've played an Arkanoid/Breakout clone so I'm not sure what features are considered standard. I'll need to include some powerups and more than one level. I should also include some different brick types - currently all of the bricks are worth the same points and get destroyed in one hit. I'll also need to put in sound effects and music, and a menu too.
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Comments

Driv3MeFar
Love the drop-shadows.

For game play, I'd like to see a time trial mode, where you only have X seconds to destroy all the bricks, or something like that *shrug*.
May 23, 2007 05:06 PM
Trapper Zoid
Quote:Original post by Driv3MeFar
Love the drop-shadows.

Thanks; they're a pretty easy effect to make in OpenGL; just draw the sprite again, but on a lower layer, offset a bit and coloured black (optionally with a bit of alpha thrown in).

Playing with colours is also how I can make one default white brick look like any colour I wish; you only need the one graphic. The same applies to the fonts.

Quote:For game play, I'd like to see a time trial mode, where you only have X seconds to destroy all the bricks, or something like that *shrug*.

Nice idea; I'll consider it if I've got enough time at the end of the week (that's something I'd have to have a menu for to do properly).

I've got something with a similar effect integrated into the basic gameplay mechanics already as part of the difficult of the game. As you play, the ball will very gradually speed up; so slow that you won't notice each increment, but as time progresses you'll realise it's get pretty quick, and eventually too fast to handle. The idea is you have to destroy all the bricks before the ball gets too crazy to deal with.

May 23, 2007 05:55 PM
ukdm
You should have a chat with fellow GDNET+ member ildave1, and the reason why:
Breakout Returns

ukdm
May 24, 2007 05:51 AM
ildave1
Quote:Original post by ukdm
You should have a chat with fellow GDNET+ member ildave1, and the reason why:
Breakout Returns

ukdm


*opens his eyes* Somebody say something about me?

Thanks for the mention ukdm. Breakout is definitely a fun little clone to make when you get down to the design aspect of the game. Adding something new and different, while puting a twist on the game, is essential. Everybody has played breakout, but coming up with a creative twist on it can seperate you from the pack easily and give people something really fun to enjoy playing.

I'm looking forward to seeing what you do with this clone. I'm a big fan of breakout. :)

dave
May 24, 2007 09:35 PM
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