It’s been a while but I have finally managed to polish a version of Break Time! for Virtual Reality. It should be coming out on Steam soon. Enjoy the trailer in the meantime.
Break Time! A game that I have been working on alongside Mark Tarozzi has finally been released to the public after what I think has been a full year of intermittent development, what with working other jobs to fund our creative passion. It’s finally done.
You can get it on android here: https://play.google.com/store/apps/details?id=com.spacetoastgames.breaktime
An iOS version is getting reviewed as we speak.
Perhaps a windows store version? Soon.
It has been a great learning process and we hope to speed up the process a bit and not aim for something so demanding next.
- Objectives based on picking up things
- Objectives based on breaking things
- Level menu features including unlocking levels with stars and hidden keys in levels
- Optional completionist collectable lettered blocks B-R-E-A-K hidden throughout each level
- Tutorial level
- Intro fade in company logo seamlessly into main menu with unnoticed loading
- Probably other things & bug fixes
Started working with a few of my peers to make games and hopefully release them this year!
Visit the team’s facebook page: https://www.facebook.com/SpaceToastGames/
Things worked on:
- Added 3 stars per level earned through completing objectives (with animations!)
- Create line on the screen indicating how far you have dragged to throw an object.
- Added a prefab which can be used to spawn multiple and/or different objects with a % chance.
- Fixed multiple bugs.
We thought it was only appropriate to use Mr PoopyButthole as a character for a game jam based on pooping everywhere. Hopefully Adult Swim doesn’t sue us.
After a long while, I finished animating a character in Maya.
You can view a Unity project that I hooked up the animations to: http://manstie.votekick.com.au/Unity/AnimationWEBGL/fullcharacteranimation.html
T-pose frame 1
Breath 1 [2 – 61]
Breath 2 [62 – 122]
Breath 3 [123 – 182]
Fidget 1 [183 – 309] (smells armpit)
Fidget 2 [310 – 459] (scratches butt and tastes)
Fidget 3 [460 – 560] (stretches/yawns)
Walk 1 [561 – 609]
Walk 2 [610 – 658]
Walk 3 [659 – 707]
Run [708 – 747]
StartWalk[748 – 767]
Alert [768 – 859]
Combat [860 – 899] (ready 2 hit u)
Attack 1 [900 – 979]
Attack 2 [980 -1059]
Hit 1 [1060-1099]
Hit 2 [1100-1129]
When I exported, the eyelid and the weapon stopped moving, but I didn’t notice until after I had set everything up.
Raw footage of animation:
The theme of this game jam was “Get your arse to mars” which our team took quite literally. The idea is much like many flash games you see, where you launch at first with almost nothing, and get nowhere, then you earn money/points to spend on upgrading your launch to get further – eventually delivering a synthetic arse taped to a rocket to mars.
The art team was filled with slackers – about half the class had minimal contribution to this project. Many of our ideas did not come to life because of it, but at least we completed something.
First time working with another coder, I think it went pretty well. Two coders two artists, three days, one game theme.
“You are the monster” was the theme given. The concept is a bomberman type level with souls of fallen gamers that run away from you. Since you are the grim reaper, you harvest the souls, but you have a quota within the time frame. Whenever you complete your quota you gain time. Objective is just a high score at the moment. There are angels that can save the souls from your grasp, and also stun you with their attacks. The levels are randomly generated thanks to yours truly, so no level should look exactly the same. Also the level sizes grow bigger through completing levels or through the options menu.