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Planetium Development Status

Hi everyone again!

Lets talk something about the development of Planetium. Check out some of the current features.

Misc.

  • The first thing you must know about it, is that the name “Planetium” is for the project, and may be changed along the development.

Game features (28/02/2013)

  • There are 3 ecosystems (cold, tempered, warm). Each ecosystem has their unique fauna and features.
  • Exists the temperature and the humidity of the planet altering the ecosystem.
  • Some trees or fauna are producing something, for example, Cloudflowers produces clouds and rain, Summertree hot and wet, and so.
  • You must mantain an equilibrium. For example, one cloud its ok, two clouds produces rain that heal trees, three clouds may produce a stormy cloud, more clouds can produce a tornado and if this happens…
  • There are categories for the objects, rarity I mean. A Cloudflower is common, Coporiols are unique and very rare.
  • The most of the fauna its for their ecosystem, by putting a Summertree on a ecosystem of -2000º (cold) will cause almost an instant death. However, there are some fauna resistent to every ecosystem, like Cloudflower.
  • There are fauna and will be buildings that can produce something even if you are offline, like the Pinields that can be sold or used to feed animals.
  • Nothing that can harm your planet will be produced during your ausence, like clouds or others. You’re playing for pleasure, not for obligation.
  • You gain Platiums to get new fauna, objects or whatever you need. You can gain Platiums by doing tasks or by selling the produced stuff from your planet!
  • You gain SP (Special Points) to improve your planet and fauna by doing tasks.
  • There is score. To be determined if it’s going to be a ranking or needed to unlock stuff.

System features (28/02/2013)

  • Optimized data. Now the user get the data from the database once and upload it to the server only when it’s needed or when closing the application / disconnecting.
  • External texts. It’s better to get the text from an external archive and then parse the data. Better for further translations.
  • Adaptive GUI. The game is designed for 800×600 with scalable GUI depending of the screen resolution.

 

Some doubts

What payment method do you think it’s better for a game like this?

What payment method do you prefer for Planetium?

View Results

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Planetium

I said that in this post we’ll talking about other things such an online map made of XML… I lied (evil laugh).

However, I have a good reason for not talking about that.  Do you remember Youniverse?

Youniverse was a project of procedural content, procedural universes, or solar systems. It was only a project to check the capabilities of Unity and most of myself, it cant be a game never. I did it and then I had to drop it, just cancelled, I can’t say why.

“Hey wait, what do you mean with procedural”. Procedural = randomly generated from nothing or almost nothing during the gameplay, not pre-designed from a 3D program.

Youniverse was cancelled, but I wanted to reuse the system or at least the idea for a real, playable game. By combining so with the mentioned online map made of XML we obtain something very interesting. Here we go!

 

Planetium

That is! My new project, a 2D online game. It has been optimized and converted to a 2D-online format. For now, the player can generate their own planet and save it online. Then, we have to take care about the temperature, “fauna” (wildlife), asteroids, etc… to keep our planet alive! By doing tasks we can get “money” to buy new fauna, seeds, etc…

Why online? I wanted to grant the posibility to the players to share their planet with another players and explore them by creating an explorer that can walk into the planet to explore ruins, caves, etc…

Its too soon to say anything about this game, except that its alive and Youniverse has resurrected!

 
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Donations

I don’t like it, but I have to in order to keep studying and creating some content, the donations has been activated.

You are not bound to donate in order to take the free resources, but a donation is truly appreciated.

I really wish to keep creating free content for all of you, attending to your emails and your doubts, but in this sittuation I can’t keep the server and my internet connection cuota too much.

I’m not begging you, but well, that’s how things are.

So, if you are willing to donate, remember that I have some products at GamePrefabs. It this is too much for you, you can put any quantity right here:

 

 

Next post, remember XML? Lets take a look to my work into an online map!

 
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How to – “Savegame” (XML)

This is a little bit more difficult, eh?
Let start by writting a XML document. Let the content blank if you want. Remember, notepad (Notepad ++ its better), save as “All files *” with extension .xml.
Then import it to your project. Starting with the script, assuming there’s content in the XML, lets load some data, like player configs. We need to import libraries in order to work in Unity with XML. Just write at the start of your script

import import System.Xml;
import System.Text;

That should be enough.
Lets continue.

(Because WP limitations, here you have the entire script with instructions inside) DOWNLOAD

 
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How to – “Savegame” (Player Prefs)

As you know, Unity it’s very extensive and you can do almost anything. However, sometimes you want to make player’s progressions and you dont know how.
Unity does not offer built in savegame because it’s very specific for a game, so if they make one, must be a huge system that save every very thing into an external document.
How can we solve it? I use two methods. The best one and more basic is to use the built in function Player Prefs.

Player Prefs can save into the local machine of the user various values (Int, String, Float…). So for example, if we want to save the current life of the player we can use:

PlayerPrefs.SetInt(“Life”, CurrentLife);

For information that requires more than one numerical value (for example, the player position) I prefer strings for almost anything, because then we can parse the data and convert into float.
But first lets check how to get the player’s life back when reloading our game.

CurrentLife = PlayerPrefs.GetInt(“Life”);

Here we take the life of the player and put it into the CurrentLife variable. This must be in a start function. Here’s a full example asumming that this script is attached into the character’s parent gameobject.

DOWNLOAD

Simple and effective, isn’t it? Now as I said, I prefer strings to save some numerical values into the same Player Pref, but using strings.

DOWNLOAD

Next chapter we will take a look into XML to save some values too!

 
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Registration activated

In order to control the downloads and the feedback I need to request a user registration in the website. Once you are registred, you’ll gain access to downloads and maybe to future content like game betas (mine, of course).

Please be patient with the password e-mail after registration. It can take between 5 and 15 mins. to arrive. If not, check your spam or contact me (motbest@gmail.com).

Edit.: Cheking the problem with the downloads and registration…

Problem solved, thank you.

 
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Why so busy?

I’ve been developing a couple of games for a spanish enterprise called Biworld 3D. Both games are available for mobile platforms as iOS and Android.

Urban Fleak

The first one it’s named “Urban Fleak”. Everything starts as a simple project of a ball being moved with the accelerometer into a 2D scenary to catch some stars and complete the level. After showing up that project to Biworld 3D, they thought about it and made a remake of that game. First of all, we changed the aesthetics, so the game looks much more presentable and coll than before. We introduced the game as a street concept, but never forgetting that our game it’s for mobile platforms and must be kind of funny and amusing. So, what character goes perfect for something like this? A flea, our character, Fleak.  After that we changed the mechanics, so instead of moving a simple ball, you must move Fleak to get all the new “stars” and get score. To catch them, you need to paint your own way with your fingers by using spray ink, wich have special effects. For example, the red ink will makes us jump high, green will increase our speed and blue let us “swim” through it. Difficult? Of course, cannons will shoot you, your ink is limited (until recharge) and the less ink you use, more score you get. Not enough? If you want more score, you’ll need to paint the platforms simply by touching with Fleak, seems easy but give it a try. The prices of this game it’s very reduced to its minimum (0,70€). There is also a demo for mobile and for PC (www.urbanfleak.com).

[Programmed and designed by motbest (J.R. De Haro)] [Art, concept and design by Gerard Castellvi Gasco] [Original idea by motbest and Jon Munarriz] [Team manager M. Bonnet] [Music by Jorge Stil] [Sounds by Polsnegra.com] [Special thanks to Alberto Martinez, Miquel Vizuete and Jon Munarriz]

Bubble Mochu

The second one it’s named “Bubble Mochu”. It’s almost the simplest game that you can see in the market. Has been developed in a couple of weeks and intentionally for kids, but… well, I like it so much (maybe I’m still a kid). Simple mechanics, colorful and beautiful art makes this a very enjoyable game. Consists in saving some creatures named mochus by exploding their bubbles that they are trapped. After saving an ammount indicating up screen the difficult will increment. There’s a volcano too, that in a period of time will erupt and drop a lot of rocks that you must to explode with your fingers before reaching the mochus. After some levels, between the mochus, trapped in bubbles too, you will see eggs. When you break this eggs and special effect will come. There are 3 eggs (rain, projectil and “bullet” time). This game is totally free and you can download it right now.

[Programmed and designed by motbest (J.R. De Haro)] [Art, concept and design by Jon Munarriz]

 
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Blood Wolf Studio custom website postponed

We’re under construction. We want to make a better place for everyone. However, still I’m undecided if I’m gonna use WordPress (easier control and publish) or my own web page code.

By now I’m using WP, my time it’s very limited right now, and I’m (of course) enabling the free downloads so you don’t have to ask me about some download or resource anymore.

Now we have to talk about the updates of my products (not free). As I said, I’m updating Simple Airplane Control to it’s final version. This update will be free for those that bought the second or the first version. By now I’m not planning to create any payed resource, instead I have some free in mind.

I will update with content and news in the next days, thank you all!

 
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