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Developement Log

Hours 1 - 6

  • Project layout starting from the AtomZ game.
  • Some code refactoring to separate FSM and reorganize assets.
  • Started work on particles and shells.
  • Got the basic code for particle, explosions, background lighting and motion blur working.
  • Particle creation will need some serious optimization to avoid lots of useless object allocation.
  • Added fountain emitter. Code crawls when there are too may particles. Thought of a different mechanic:
    • Accumulation bitmap for motion blur & light fx.
    • Main bitmap for particle drawing.
    • Particles are not sprites, they are just simple stuff drawn on the main bitmap (simplest case, just dots).
    • A ParticleManager class handles all the active particles to avoid allocation problems.
    • An additional sprite layer can be added on top of accum & main bitmaps to support effects like glares, etc.
  • Still working on new particle manager
  • Particle manager now working, performance much better.
  • Started experiments with flicker support to increase realism.
  • Added basic support for shell selection.
  • Chain links working.

Hours 7 - 12

  • Revised gameplay, now based loosely on the Fantavision Playstation 2 gameplay.
  • Some additional experiments with particle system and effects
  • Particle system revised into more generic code.
  • Added moving background
  • Rethinking particle appearance, less realistic more 'stylish'
  • Added trails.
  • Working on new version of explosions
  • Added glow.
  • Added background

Hours 13 - 18

  • Revised chain linking.
  • Finalized firework explosion appearance for different levels and colors.
  • Added steps to game stage.
  • Some errors on later step and game over.
  • Added success rate computation.
  • Some fixes.
  • Points calculation & formatting
  • Set game speed using time, not frame count.
  • Game balancing
  • Finalized the level panorama graphics for all the three levels.
  • Added next level, success screens and game end screen.

Hours 19 - 24

  • Revised game code to introduce mid /act sequences.
  • Game fully working through levels. Transition between acts now looks better.
  • Game slows down too much in last two acts.
  • Fixed speed problems, it was depending on glows apparently.
  • Added background music, explosion and launch sounds.
  • Added new sounds, applause, boo, and music looping now works correctly.
  • Added sound enable / disable button
  • Finalized Main and guide screen.
  • Done next level and level success screens.
  • Removed game finished screen.
  • worked on some last minute fixes.
  • Linked to new leaderboards.
  • Game now gets directly to new game after game over without passing to main screen. This was done mainly to avoid a couple bugs that showed up in the main screen after a game over.

Final Thoughts

  • Initial work was not on gameplay but on appearance, because in this game eye candy was particularly important.
  • Lots of trial and error on visual side. Initial approach (realistic fireworks) was totally on the wrong road. Creating more cartoonish in style was both easier and visually appealing.
  • Initial idea about gameplay has been changed, I didn't have to try it to to understand it was worng so luckily I did not spend a lot of time implementing it. Being able to analyze gameplay without requiring a fully working prototype can really save time. Something similar happened with atomz but in that case I had to see a working version to realize it was not fun enough.
  • The Game screens for next level, start game, game over etc. were not as polished as I wanted to, but I was out of time.

>>> PLAY FIREWORKZ! <<<

 

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