Stay awhile, and listen...

This blog has gone through rebranding to catch up with my other areas of online presence. I had old plans to journal my run through an anime series or visual novel, but that might be done over on Twitch or YouTube now.

Friday, April 14, 2017

Brickbreak Update

Brickbreak is making significant strides, though it still feels to me like an early technical alpha product. More on that later.
The default controls are with the keyboard, though through arrow-key navigation, one can adjust the control scheme. This setting carries over between sessions if the game is closed appropriately. The two currently known issues are the potential that arcade cabinets may require P2's joystick, and that gamepad controllers do not appear to be compatible yet. Moving the paddle uses left and right, confirm is Shift, cancel is Ctrl (unused?), back is Esc, and pause is Space (not yet implemented). A ball respawn will follow your first input, after an initial safety delay. You can control the outbound angle of the ball by controlling how you hit the ball. Using ball-powerups will cost you, so always be on the lookout for which bubbles to catch and which to avoid!

The collision mechanics are still in their barebones state, and as such, bouncing sometimes behaves unpredictably. In addition, on some levels, it is possible for the ball to be trapped in a stable bounce loop, requiring a return to the menu. Note that this is not ping-ponging between two walls - that is intended behavior, and an anti-softlock mechanism has already been implemented, and although it is not perfected, it is functional without fail. There is, however, a rare bug in which the game will think a ball is stuck inside a wall, and it will be frozen in mid-air. I have not yet been able to trace the cause of this bug. Due to these collision bugs, I have been considering reworking the entire pseudo-physics engine, hence why I consider the game to be in early technical alpha.

Team producer and programmer - Alex Mai
Team developer and artist - Moshfeq Shahrani
Sounds used: Some of these sounds were editted.
Blop - Mark DiAngelo
Tick - DeepFrozenApps
Metroid Door - Brandino480

There were plans on adding music composed by the illustrious ParagonX9 of Newgrounds Audio, but the deadlines for the prototype led to cutting a few things out. Maybe it will appear in a later version, after the pseudo-physics engine rework.

Here is a link that will be available exclusively to SJSU students and faculty for approximately two weeks: Brickbreak v1.0.0.0

From here on, the next major milestones I'm looking at are pretty rough. I'm considering an entire pseudo-physics engine rework, more levels, some active abilities, a revamped user interface, new hazards, music, and proper gamepad controller support. Not all of these will be complete by the next deadline, and it's going to be my job to prioritize and scale back.

BakaChibi out.

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