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Reward appear animation (Work in progress)
Right now I’m trying to come up with a simple way for the reward to show up on the GameOver screen, here is some early progress.
(imagine that, when it is open, it will spit out diamonds)

Reward appear animation (Work in progress)

Right now I’m trying to come up with a simple way for the reward to show up on the GameOver screen, here is some early progress.

(imagine that, when it is open, it will spit out diamonds)


Notes: 11

Reward System.
So I noticed when people was playing the game, they all was very excited about when the reach a bonus in the game, and it kicked in the dopamine like I wanted it to.
Although, when they died no matter how far they got, or how well they played it was the same frustrations I saw in peoples eyes, and people who did very well, was rewarded the same way as people who did very poorly. (With nothing basically)
So how could I balance it between someone who got very far, but did poorly, and someone who got far but did very well.
I came up with the Idea that the farther you get (better score) the bigger a chest/reward would you get, and depending on how many bubbles you skip, the less value will your reward have.
So lets say you skip only around 5% of all the bubbles, you may be rewarded with a golden chest,
Though if you skip 30& or more you’ll get a normal chest, and somewhere in between there a silver chest would be.
And then depending on the score you have when you die, that will determine what size the chest is.
This is the Last feature I want to add, and it’s the feature I’m working on now, so I’m getting close to a point where I can start thinking about a release date.
I hope you’re all still excited about it!

Reward System.

So I noticed when people was playing the game, they all was very excited about when the reach a bonus in the game, and it kicked in the dopamine like I wanted it to.

Although, when they died no matter how far they got, or how well they played it was the same frustrations I saw in peoples eyes, and people who did very well, was rewarded the same way as people who did very poorly. (With nothing basically)

So how could I balance it between someone who got very far, but did poorly, and someone who got far but did very well.

I came up with the Idea that the farther you get (better score) the bigger a chest/reward would you get, and depending on how many bubbles you skip, the less value will your reward have.

So lets say you skip only around 5% of all the bubbles, you may be rewarded with a golden chest,

Though if you skip 30& or more you’ll get a normal chest, and somewhere in between there a silver chest would be.

And then depending on the score you have when you die, that will determine what size the chest is.

This is the Last feature I want to add, and it’s the feature I’m working on now, so I’m getting close to a point where I can start thinking about a release date.

I hope you’re all still excited about it!


Notes: 17

Reworked the GameOver Screen (work in progress)
How it look so far in action, there is still some animation needed, and a few things here and there that need to be fixed or changed, but it gives a pretty good understanding of how it will look in the end.

Reworked the GameOver Screen (work in progress)

How it look so far in action, there is still some animation needed, and a few things here and there that need to be fixed or changed, but it gives a pretty good understanding of how it will look in the end.


Notes: 25

The GameOver screen have gotten a MAJOR MAKEOVER! 

The GameOver screen have gotten a MAJOR MAKEOVER! 


Notes: 11

Made a super quick stats screen, so I can keep track on my own progress, but also others, because it’s all going to be uploaded to a database I’m working on.
so I can figure out how to improve the game while it’s being tested by me and others, but also when it launches.
(The screen is just a placeholder for now)

Made a super quick stats screen, so I can keep track on my own progress, but also others, because it’s all going to be uploaded to a database I’m working on.

so I can figure out how to improve the game while it’s being tested by me and others, but also when it launches.

(The screen is just a placeholder for now)


Notes: 12

Made a few treasure chests.

Made a few treasure chests.


Notes: 64

Made the title jump if you just stay on the Title Screen. (Work in Progress, Not the finished Title Screen)

Made the title jump if you just stay on the Title Screen. (Work in Progress, Not the finished Title Screen)


Notes: 23

So I wanted to give a bit of an update on the development, now that I’m back working on it after a few months breaks, and it was definitely something I needed.

The character selection was something I had a bit of trouble with because I wanted it to be very optimized, and work liked I wanted it to, which can be kind of hard when your programing skills is not the best.
But my friend who is a programmer dropped by one day, and helped me out with some of the things I had trouble with, and I have now just beed doing some boring repetitive work, because the Engien I’m suing dosen’t allow a fansy way to add all the characters into the game, so I have to do one by one manually. (I at least doesn’t know the fancy pancy way, if there is one).

The Game Play has been updated a lot, it feels way better now, and you don’t feel cheated when you die, because of bad hit-boxes, and you now relay 100% on your reaction timing and skills.
Though I haven’t still added the Bonus effect into the game, but I still need some animations and art for that, and it’s something I’ll do right after all the Characters has been added.

Well there is still a lot to do, or maybe not, but it feels like there is because it’s only me working on it, and sometimes my motivation is like a roller-coaster, and by that I mean, some days can be me just looking at what I need to get done, and not do a single thing, and others I can’t take my eyes off the screen.
But I’m still really enjoying working on it, and I start to see the end of the tunnel on this journey.

So I wanted to give a bit of an update on the development, now that I’m back working on it after a few months breaks, and it was definitely something I needed.

The character selection was something I had a bit of trouble with because I wanted it to be very optimized, and work liked I wanted it to, which can be kind of hard when your programing skills is not the best.

But my friend who is a programmer dropped by one day, and helped me out with some of the things I had trouble with, and I have now just beed doing some boring repetitive work, because the Engien I’m suing dosen’t allow a fansy way to add all the characters into the game, so I have to do one by one manually. (I at least doesn’t know the fancy pancy way, if there is one).

The Game Play has been updated a lot, it feels way better now, and you don’t feel cheated when you die, because of bad hit-boxes, and you now relay 100% on your reaction timing and skills.

Though I haven’t still added the Bonus effect into the game, but I still need some animations and art for that, and it’s something I’ll do right after all the Characters has been added.

Well there is still a lot to do, or maybe not, but it feels like there is because it’s only me working on it, and sometimes my motivation is like a roller-coaster, and by that I mean, some days can be me just looking at what I need to get done, and not do a single thing, and others I can’t take my eyes off the screen.

But I’m still really enjoying working on it, and I start to see the end of the tunnel on this journey.


Notes: 16

A little midnight doodle, Biscuit walking along the road.

A little midnight doodle, Biscuit walking along the road.


Notes: 14

Work in progressWorking on the First time playing the game quick explanation thingy ma bobber.

Work in progress
Working on the First time playing the game quick explanation thingy ma bobber.


Notes: 18

Drew Biscuit being grumpy.

Drew Biscuit being grumpy.


Notes: 24

Some more random doodling…

Some more random doodling…


Notes: 94

A very quick little sketch.

A very quick little sketch.


Notes: 13


   
- freeb3n Asked:
"Dear Mr. mnrART, I love your LiveStreams, thank you for providing us with them. You brighten up my day and erase my boredom. You inspire to make stuff too, which is always good. Thanks for everything you do! :D
"


Notes: 10

I was visiting the guys at the Behemoth in San Diego, and I had a flipping awesome time there, so I just wanted to show them how thankful I am for bringing me over, with a little piece of art.
Thank you <3

I was visiting the guys at the Behemoth in San Diego, and I had a flipping awesome time there, so I just wanted to show them how thankful I am for bringing me over, with a little piece of art.

Thank you <3


Notes: 65

 

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A danish dude in my mid 20th
Creative guy, who does a lot of different artistic things, very retro gaming inspired.

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