Day 13, 2024-09-18.
Made it so the modifiers and obstacles that were active throughout the game, are disabled when the game is finished.
This is to make the game over UI display more clearly; winner, and loser texts and buttons...
Day 13, 2024-09-18.
Made it so the modifiers and obstacles that were active throughout the game, are disabled when the game is finished.
This is to make the game over UI display more clearly; winner, and loser texts and buttons...
Day 12, 2024-09-17.
Added a basic scene transition - fade to black (or whichever background colour is relevant to the current theme) and then fade into the game.
Day 12, 2024-09-17.
Added a basic scene transition - fade to black (or whichever background colour is relevant to the current theme) and then fade into the game.
Day 11, 2024-09-16.
A screen shake effect was put in to make to game feel more responsive with the collisions. I tweaked some of the modifier logic and adjusted the ball bounce logic slightly - to better reflect an older version of the game...
Day 11, 2024-09-16.
A screen shake effect was put in to make to game feel more responsive with the collisions. I tweaked some of the modifier logic and adjusted the ball bounce logic slightly - to better reflect an older version of the game...
Day 10, 2024-09-15.
Added modifiers which can increase or decrease the player's size - dependent on which modifier the ball collides with. This effect is applied to whichever player last touches the ball before the contact.
This allows some fun game customisation.
Day 10, 2024-09-15.
Added modifiers which can increase or decrease the player's size - dependent on which modifier the ball collides with. This effect is applied to whichever player last touches the ball before the contact.
This allows some fun game customisation.
1. Day 9, 2024-09-14.
Different difficulty settings can now be selected, with each level determining the bot speed. A simple and straightforward way of adding variation in matches where players can choose to experience harder challenges and such...
1. Day 9, 2024-09-14.
Different difficulty settings can now be selected, with each level determining the bot speed. A simple and straightforward way of adding variation in matches where players can choose to experience harder challenges and such...
Day 8, 2024-09-13.
Player can now adjust the speed of the ball with a menu slider. They can make the game easier or more difficult to accommodate various types of players...
Day 8, 2024-09-13.
Player can now adjust the speed of the ball with a menu slider. They can make the game easier or more difficult to accommodate various types of players...
Day 7, 2024-09-12.
I made slight modifications to the game settings many where the player can configure and customise the match options. This allows them to personalise the game to their feel. I used simple colour variations of grey to make important bits stand out.
Day 7, 2024-09-12.
I made slight modifications to the game settings many where the player can configure and customise the match options. This allows them to personalise the game to their feel. I used simple colour variations of grey to make important bits stand out.
Day 6, 2024-09-11.
Added basic scene transitions between the main menu and game modes - Classic Pong and Extra/Rebound mode. It just handles basic scene loading until I customise it later with effects.
This is different from the panel animations I added on Day 2.
Day 6, 2024-09-11.
Added basic scene transitions between the main menu and game modes - Classic Pong and Extra/Rebound mode. It just handles basic scene loading until I customise it later with effects.
This is different from the panel animations I added on Day 2.
Day 5, 2024-09-10.
Implemented basic bot movement for the standard mode of Pong. Fixed the pause UI - the same layout is used in the game's final version, with variations such as a score/currency display (to show the player if they had gained or lost currency)...
Day 5, 2024-09-10.
Implemented basic bot movement for the standard mode of Pong. Fixed the pause UI - the same layout is used in the game's final version, with variations such as a score/currency display (to show the player if they had gained or lost currency)...
Day 4, 2024-09-09.
Implemented obstacles and a slider for the player to decide how many to spawn - randomly generated on each game's map!
Day 4, 2024-09-09.
Implemented obstacles and a slider for the player to decide how many to spawn - randomly generated on each game's map!
Day 3, 2024-09-08.
Got the first iteration of player/paddle movement going with some game settings working.
I decided on a general layout for a shop menu where themes can be unlocked and selected.
I had help with the design from a proper gangsta - gracias Jess x
Day 3, 2024-09-08.
Got the first iteration of player/paddle movement going with some game settings working.
I decided on a general layout for a shop menu where themes can be unlocked and selected.
I had help with the design from a proper gangsta - gracias Jess x
1. Day 2, 2024-09-07.
I implemented a simple splash screen with a clean typewriter animation. I was chuffed with the result with how it gives off professional vibes.
Got a basic menu layout and animated transitions between different menu panels...
1. Day 2, 2024-09-07.
I implemented a simple splash screen with a clean typewriter animation. I was chuffed with the result with how it gives off professional vibes.
Got a basic menu layout and animated transitions between different menu panels...
This mobile game is a small Pong-clone made in Unity. I have tried to add a modern twist with many customisation options to both the game and feel. It will be my first release...
Day 1, 2024-09-06.
First day involved doing basic project set-up. Here is a glimpse...
This mobile game is a small Pong-clone made in Unity. I have tried to add a modern twist with many customisation options to both the game and feel. It will be my first release...
Day 1, 2024-09-06.
First day involved doing basic project set-up. Here is a glimpse...
I'm gonna start sharing my game development journey. All the wins and losses, as I learn and gain knowledge on how to make wanky, poorly coded and executed games.
I'll be accepting any and all help I can get - vamos!
I'm gonna start sharing my game development journey. All the wins and losses, as I learn and gain knowledge on how to make wanky, poorly coded and executed games.
I'll be accepting any and all help I can get - vamos!