Not a Clone Progress: Menu Animations

There’s not much to report this week, largely because a huge amount of time has been spent stripping out the previous menus, and implementing a new one to better reflect last week’s mockup. For example, to change the old start screen…

Initial conversion to iPad screen resolution
Initial conversion to iPad screen resolution

…to the new one Astra Wijaya made…

Mockup of the Start Menu
Mockup of the Start Menu

…GameObjects (this project is made in Unity) has to be moved around to make it easier to animate and script the UI.

StartScreenStartScreenImproved

This is actually a lot of invisible work. As weird as it sounds, there’s quite a lot that goes behind the scenes to update old stuff to look like something new.

Still, things are progressing smoothly. In other places, a few minigames now support multi-touch, making them a bit easier.

Not a Clone Progress Report #2

We’ve got a lot more progress to report this time around! Wonderful artist, Astra Wijaya put together some spectacular mockups for Not a Clone.

Progress has been made in other parts of the game as well:

  • A few mini-games change in difficulty depending on how well the player is playing
  • A new translation interface has been implemented in the game, to make it a lot easier to integrate new language options for international audience.

Incidentally, Not a Clone now has a new page!

Not a Clone progress report #1

It’s been almost two weeks with no update on how the Not a Clone mobile shift had been going, so it’s time to fix that. We don’t currently have any images or videos to show yet since the last one, since most changes have been in the back-end. However, it’s worth pointing out how much progress we’ve made:

  • Updated the project from Unity 4 to Unity 5.
  • Made the game more efficient on mobile devices. This actually took the most time.
  • Adjusted everything to properly fit in any portrait screens. The original PC version required a 9:16 screen ratio to work properly.
  • Adjusted a few minigames that require tapping on a specific location to be easier on smaller devices.

We wanted to give our thanks to all the people who played the game and provided us feedback during the Game Developers Conference. Right now, we’re hard at work at redesigning the menus to be cleaner and easier to operate. We’ll also be working on adding more back-end features, such as localization, achievements, and leaderboards. So stay tuned!

Not a Clone mobile version in works

As noted earlier, Touch Yoga Free was simply a practice run for the real meat: Not a Clone mobile edition! We’re still in planning stages, but here are a few photo evidence that yes, it is in works:

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The above screenshots shows that not only will the game be available in the original, iPhone 5 screen ratio, but also on iPads and Android tablets as well. Stay tuned for more development updates!

Prototype: Murakami Progress #20

Today’s progress report has some good news and some bad. First off, let’s go with the good: I’ve added a few more features. There is now an enemy spawning portal as seen in the screenshot below. They’re right now set to spawn up to ten enemies total, largely to prevent farming. Additionally, when aiming, the character will waver, adding more intensity to the game.

PrototypeMurakami18

Unfortunately, the project is far behind the expected schedule. Due to the current (financial) circumstances, I’ll be switching focus to other projects that can be completed in a shorter amount of time first, before returning to this project. The hope is to have at least a day or two of progress each week. Sorry for the terrible delay.

Prototype: Murakami Progress #19

This week, I have two updates to make about Prototype: Murakami. First, I admit to making a mistake: attempting to adding controller support to a point & click game. It’s why there’s been a 2 week gap between updates. The current game has partial controller support that works while moving the character. The controllers do now work during the point & click puzzle portions, however, so that will require the mouse. Next, I’ve been improving the UI on the game, largely to make the puzzle portions a lot more efficient. Currently there’s a bug with the hint dialog, but that should be resolved shortly. The aiming mechanic is now a lot more dramatic as well.

ScreenshotSaturday Week4-1

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A few more polish will be added in a few days before level design takes place, but this completes the important features in the game. We’re ready to move on to putting these parts together into a whole game.

Prototype: Murakami Progress #18

Lots of progress has been made in making the single most important thing about this game: blood. Lots and lots of it. For #ScreenShotSaturday, we’ve got more red than one can muster!

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Only a little more polish is needed for this effect. From there, we’ll be adding a reload-pistol button, creating enemy spawners, updating the visuals and performance on the puzzle sections, and updating minor visuals on the enemy and pistols. We’re almost ready to start designing levels!