Jump to content
Sign in to follow this  
  • entries
    31
  • comments
    13
  • views
    12236

Building Block Heroes - Teaser Trailer

Sign in to follow this  
Aggroblakh

688 views

Building Block Heroes - Teaser Trailer

Finished the teaser trailer for Building Block Heroes! I'll be discussing the different areas in the game in detail soon, but for now I've put together a teaser trailer showing off multiple aspects of gameplay. The video below shows off some of the gameplay elements unique to each area of the game, as well as a sneak peek at a few of the bosses you'll encounter.

Let me know what you think! Those of you who have been following both this game and my previous game World Boxing Manager know that I'm always receptive to feedback. Hope you enjoy!

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Shaarigan
      Hey,
      I'm currently starting next iteration on my engine project and have some points I'm completely fine with and some other points and/or code parts that need refactoring so this is a refactoring step before starting to add new features. As I want my code to be modular to have features optional installed for certain projects while others have to stay out of sight, I designed a framework that starting from a core component or module, spreads features to several project files that are merged together to a single project solution (in Visual Studio) by our tooling.
      This works great for some parts of the code, naming the Crypto or Input module for example but other parts seem to be at the wrong place and need to be moved. Some features are in the core component that may belong into an own module while I feel uncomfortable splitting those parts and determine what stays in core and what should get it's own module. An example is Math stuff. When using the framework to write a game (engine), I need access to algebra like Vector, Quaternion and Matrix objects but when writing some kind of match-making server, I wouldn't need it so put it into an own module with own directory, build script and package description or just stay in core and take the size and ammount of files as a treat in this case?
      What about naimng? When cleaning the folder structure I want to collect some files together that stay seperated currently. This files are foir example basic type definitions, utility macros and parts of my Reflection/RTTI/Meta system (which is intended to get ipartially t's own module as well because I just need it for editor code currently but supports conditional building to some kind of C# like attributes also).
      I already looked at several projects and they seem to don't care that much about that but growing the code means also grow breaking changes when refactoring in the future. So what are your suggestions/ oppinions to this topic? Do I overcomplicate things and overengeneer modularity or could it even be more modular? Where is the line between usefull and chaotic?
      Thanks in advance!
    • By Alex Yarotsky
      Making games is hard. You need all kinds of technical and creative skills, you need a big team, a budget...
      But making your first game can be even more difficult if you have no previous experience in game development and your team is only two people.
      But it didn't stop us. We quit our jobs and started this indie game journey full of mistakes and pitfalls.
      Why? What encouraged us to make this stupid move?
      Inspired by Extra Credits, Hellblade Dev Diaries, and ThinMatrix we decided to start a weekly behind the scenes show. There we'll be showing bits of our production process. The whole project is a huge and risky experiment for us and we would love to hear your support and recommendations.
      We are opened to all sorts of feedback. Even if you consider something is of a low quality in our video, please let us know it as is. We would love to learn from the community and improve.
      Thank you.
       
       
    • By Erik Nivala
      Hello everyone,
      I have been programming games for about 3 years now mostly in Unity/C# (alot of my knowledge comes from youtube tuts) and now i feel kinda stuck and don't really know what i should learn/improve. My goal is it to get a job as a Gameplay programmer and i feel like a big problem is the code structure. So i was wondering whats a good way to improve that ( where can i learn good practices and code structure). Are there any good open source projects that i can look at and learn from? Since it doesn't really help if i just look up random open source projects since i won't really know if they are good examples.
      Also maybe someone has some good advice because i want to make games and want to make games with other people but every hobby project i join ends up abandoned.
       
      Thanks for any answers.
       
       
    • By LukeCassa005
      I'm writing a rendering system for our in-house game engine. My idea at first was to include only a Vulkan backend,but then Apple refused to port vulkan to MacOs and Microsoft relased their DXR raytracing for DirectX12. There is stil Radeon Rays for vulkan, but DXR is directly integrated with the graphic API. So we were thinking of a multiple backend rendering system with Vulkan for windows and Linux, Directx12 for Windows and Metal2 for MacOs. But this system would lead to an incredible amount of code to write than a single API, so my questions were:
      Should we stick to a Vulkan and maybe use a translation layer like MolteVk to port it to macOs ? Is it worth tl write the multiple APIs renderer ? Should we write a different renderer for each platform and then ship separate executables ? (Sorry for possibly bad English 😁)
    • By Pancake Studios
      Hello guys,
      My name is Quinn and I'm new to the forums here.
      I've made my first game for android, google play and I would love to get some HONEST feedback! 😃
      Spooky Driver is a car racing game and it's the intention to pass as many cars as you can without crashing.
      Here is the link to my game on the google play store:
      https://play.google.com/store/apps/details?id=com.PancakeStudios.SpookyDriver
      Features:
      ★ NO annoying banners!
      ★ 100+ cool cars to choose from!
      ★ Play to gain new awesome cars and medals!
      ★ Three themes (forest, street and sea).
      ★ Top ten ONLINE highscores! 🙈🙉
      ScreenShots:
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!