Project #2 and a new name
My March 2016 project is coming along, and I’ve decided to change the name to PixiCubes. I started with my old Ludum Dare Qbers but found it much more satisfying to just rewrite everything. Here’s what has been accomplished in the last week:
- Base game code is up and running
- The cube grid along with all its cube operation methods is coming along nicely
- Had a 3D office environment in the game where the puzzles would be solved on your desk, but I’ve scratched that
- Added various sounds
- Particle effect for getting a block in the correct orientation
- The prototype works on touch devices
- Fixed the cube grid such that it can be rotated in any orientation and still work. This may not be useful but it was education and fun
While the list above doesn’t seem like much, there was a lot of work put into the base code that will pay off in the long run. After playing with the prototype, I’m undecided as to how I want to make the content available. I’m thinking either making the game free with purchasable add-on packs, or free to play with ads and an in-game economy to purchase new pixicubes. Some additional things on the TODO list:
- Investigate asset bundles so that new pixicubes can be added without asset store re-submission
- How to represent a pixicube in code
- min/max grid size allowed for the whole cube or each puzzle
- name and description of the pixicube
- cost to purchase (in virtual currency)
- Riddles for each face or no?
- Player save data
- How to save puzzles in-progress
- Reset puzzles
- Work on a more aesthetically pleasing cube scramble
- Work on a title screen where the title is scrambled and solved
- Menu system
- Prototype consumable skills and see if they increase the puzzle solving enjoyment
- More polish, sounds, and effects
- Improve the UI for touch devices
Well. That’s it for now. It’s off to work…