Dude, ask us. We're so stoked. We couldn't have done anything better than announce that betatest Over the last 3 days we constantly added stuff to not let people down in the test ! Murtaugh is feeling good as ever, throwing stupid quotes at players ! And we have the new environment going ingame. Also we will use custom main menu images since that looked so cool to us We already have implemented the unlock mechanism for the new environment. You need to tap 1000 bombs to have it available
Ah, yeh, friday is the day. I just submitted my last art-changing tidbits and can't wait for Blake to implement all that. Hope everyone that signed up, can enjoy the game tomorrow ! Wuhu
Man, what a blast and exciting ride we're having right now. One day later as planned we finally released the beta version to 20 people all over the world and so far are getting very nice responses to the game we put so much work in lately. Can't wait for another betatest over @toucharcade ! Here's my highscore for the beta build so far - 4065 points
This is what happens when beta testing starts and the guy(me) who's spent the last 6 months programming the game gets challenged by beta testers: That score isn't supposed to be achievable, so it looks like i've got some difficulty tweaking to do.
Thought I shall upload a video showcasing the new environment in the game. It also shows that the main menu changes its appearance according to the environment choice. Kinda neat effect Hope the authorities like it ! New game environment in video:
Btw this is another cozy place where you can play Droppin' Bombs without a doubt http://www.acumen-design.de/temp/db_the_usual_place.jpg
So, after a succesful first betatest we got much feedback that we should add more content We tried various ideas for new environments and came up with the beach world as another unlockable world: Also we went totally bananas and thought about alternative game areas - a round one. This is not final but just shows one of the ideas we had. This should turn out quite nicely with some new gameplay mechanisms and whatnot ! We present you: the log Hope you guys stay with us for a while longer
We're having a creatite discussion about how to improve the multiplier/combo issue. Some suggestions go from completely redoing it from scratch to mildly evaluating it Not sure, if we can manage to rearrange things as we imagine it, though. Stupid text animation !!
This is how the new beach environment ties into the main menu. As mentioned the main menu will change its appearance according to the used game environment
We're trying to figure out a better way for the mode selection screen. Which of these 2 would you guys prefer ?
UPDATE TIME - we're just gonna continue to bug you people - no remorse ! It's been a heck of fun lately, to finetune the ingame messages. Something that was added quite thoughtless now starts to shine quite a bit. Obviously we are huge fans of Fruit Ninja We added a couple of variations to the multiplier messages And also reworked the critical defuse design:
Another gui update. Wood is cool, we think. Really weird, all these little updates to the ingame messages make the stuff being really connected and polished, now that we're about to close down for the first release. Feels quite like an accomplishment to us to get this far
Another week, another update. We actually managed to implement the shadows that don't kill the game because of slow fps - so glad we tried it out, finally ! Thanks to BPO_Quickdraw for that suggestion Also we have found Elouise
Just incase, nobody is interested, I thought I shall post all the special items we got in the game so far
I hadn't seen the thread until now, but I enjoyed catching up on all your progress! The game is looking good; I'll enjoy seeing it when it gets done.