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
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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…