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Brick eliminator game

Started by mike74 Jul 9 at 7:30 AM 10 replies 800+ views
Original Post
mike74
mike74

Created a brick eliminator game.


Its at http://bismuth8311.itch.io/brickel


Any ideas to improve it?

Thanks.


Mike C.http://www.coolgroups.com/zoomer/http://www.coolgroups.com/ez/
rumbleavenue
rumbleavenue

Hey Mike - you've done a great job bringing back a classic. Just an idea to make it a little different from the original is (1) have 'special' bricks that will cause the ball to split into 3 (or however #). It'll add a challenge to go after 3 balls at once, but only if you miss all 3 then the game ends (2) have another special brick that causes the ball to go extra fast for a bit of extra challenge (3) have a 'bad brick' that will create holes in your paddle or create ridges so that the bounce is less predictable. Keep up the great work!

HillHouseGameDevs
HillHouseGameDevs

you could add more artwork to the game. give it a induvial twist like with each brick you break you unlock part of a cool image in the background gives reason to the level.

Solo_Dev
Solo_Dev

Nice work! I'd be happy to help improve it.

bboolean
bboolean

Hello! From an art perspective, I see that the light reflection on the blue bar is pointing up, but the light on the bricks is pointing down. I would try to make those consistent. Also, I might make the blue bar have less height (less thick) so that its size is more like the other elements in the game.

mike74
mike74

Mike_studiopro wrote:

Hey sure i can help you improve this

Do you have Unity experience?

Mike C.http://www.coolgroups.com/zoomer/http://www.coolgroups.com/ez/
bvanevery
bvanevery

mike74 wrote:

Any ideas to improve it?

I am old enough to have cut teeth with a PONG TV console, and to have played Breakout in the original in the arcades. One thing that your implementation is missing, is the ability to "slice" the ball. This is when you move your paddle rapidly to the left or right as it connects with the ball. It provides an extra horizontal component to the ball's movement. I'm sure there are various ways you can mathematically implement that kind of collision interaction; use whatever works.

The left right paddle control also seems rather slow. In historical arcade games, you're typically using a potentiometer dial. Those controls move very fast, pretty much allowing you to arrive near instantly to anywhere on the bottom of the screen. Overshooting is more often the problem with old arcade games.


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mike74
mike74

bvanevery wrote:

mike74 wrote:

Any ideas to improve it?

I am old enough to have cut teeth with a PONG TV console, and to have played Breakout in the original in the arcades. One thing that your implementation is missing, is the ability to "slice" the ball. This is when you move your paddle rapidly to the left or right as it connects with the ball. It provides an extra horizontal component to the ball's movement. I'm sure there are various ways you can mathematically implement that kind of collision interaction...


I don't remember all the Physics code since I used Unity, but I think the implementation does have the ability to "slice" the ball.

I remember hitting the ball off the corners of the paddle and having it work as expected.

But, maybe you are right. I honestly don't know if the physics takes into account the velocity of the paddle.




Mike C.http://www.coolgroups.com/zoomer/http://www.coolgroups.com/ez/
bvanevery
bvanevery

Classically, I don't think hitting with a corner was necessary for slicing the ball. Although with the speed of the old school paddles, who knows, it could have been a factor. I think it's just that the speed of the paddle does impart a horizontal component vector.

gamedesign-l pre-moderated mailing list. Preventing flames since 2000! All opinions welcome.

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