Boomsplosion - Game Development Blog

Finally got the chance to work up some rudimentary animations for a basic RED teammate.

Spawning, Shooting, Running, Dodging and BoomSploding - all accounted for in a tiny 20 x 20 pixel size “blown up” for you to see !

Now, to build the rest of it …

An updated, super-zoomed look at the main sprite - now with a new Cel Shaded-style look !

Now imagine hundreds of these tiny things wandering around and exploding in pixel glory !

An updated, super-zoomed look at the main sprite - now with a new Cel Shaded-style look !

Now imagine hundreds of these tiny things wandering around and exploding in pixel glory !

pixelblock:

Another mockup of a potential map overview - with all players visible for posterity.

Keeping it simple and clean design-wise is all well and good, but I’ve still yet to actually commit any code to paper.

*grumble*

pixelblock:

Another mockup of a potential map overview - with all players visible for posterity.

Keeping it simple and clean design-wise is all well and good, but I’ve still yet to actually commit any code to paper.

*grumble*

Just messing around with a few “Alternate Costume” styles for the BoomSplosion player avatars …

Quite a nice way of customising your little guy - maybe there’s other things I can make customisable too ?

Just messing around with a few “Alternate Costume” styles for the BoomSplosion player avatars …

Quite a nice way of customising your little guy - maybe there’s other things I can make customisable too ?

A Tilemap Overview mockup of a typical 3 x 3 x 3 x 3 match.

In the actual game, the rest of the arena will be completely blacked out apart from one tile all around your avatar and a few ahead where you aim - and friendly fire is on by default, so you can’t just shoot off in the dark either or you risk Booming a teammate and losing points.

A Tilemap Overview mockup of a typical 3 x 3 x 3 x 3 match.

In the actual game, the rest of the arena will be completely blacked out apart from one tile all around your avatar and a few ahead where you aim - and friendly fire is on by default, so you can’t just shoot off in the dark either or you risk Booming a teammate and losing points.

After thinking about the previously hinted “danger map” mechanic some more, I thought I’d do a rough mock up to illustrate what I’m thinking about much more clearly.

As you move, the tiles nearest to you turn your team colour - which gives eagle eyed players the ability to keep tabs on enemies and teammates around them as they blow things up.

After thinking about the previously hinted “danger map” mechanic some more, I thought I’d do a rough mock up to illustrate what I’m thinking about much more clearly.

As you move, the tiles nearest to you turn your team colour - which gives eagle eyed players the ability to keep tabs on enemies and teammates around them as they blow things up.

You can’t have a multiplayer arena-style 4-way shooter without an arena to fight in - so I thought I’d mock up a few examples to give you guys a glimpse into how I’m thinking.

It’s not much, but keeping it simple will make it easier to see the colourful death explosions - or “Boomsplosions” as I want to call them - of other fallen players on the map.

And as a bonus I could even change the colours of the arena walls themselves to show which team is in the lead or to show where other players are nearby !

Whilst taking some time off, I thought it’d be a groovy idea to redesign the player team / grunts - this “neon” version is just one of the iterations I messed around with.

Small, Square - and pretty easy to see, no matter how small they get !

Whilst taking some time off, I thought it’d be a groovy idea to redesign the player team / grunts - this “neon” version is just one of the iterations I messed around with.

Small, Square - and pretty easy to see, no matter how small they get !

Another Round

It’s been a very long time since I last updated this blog. I’ve kept the concept in the back of my mind, working on it every now and again, but until I learn programming it’s not going to be much more.

That being said, I’ll use this to publish up any concept work as it happens - and hopefully inspire me to get the darn thing running !

Helmets !

I’ve been working on some “Alternate” designs of helmets that I’m thinking of including in the game. Maybe as unlockable / equipable trophies of some sort ? Bah.

I will most likely post up a few batch examples every now and again to see what you guys think. Be sure to let me know your opinions !