Sunday, September 14, 2014

krystlr alpha

It's happening.

\o/

After almost eight months of development, I'm happy to announce that kRYSTLR is about ready for alpha testing.

Now's your chance.

Want to score a free copy?
Get in on the alpha!

Here's what you will need (for now):
  1. a phone or tablet running Android *
  2. a Google Play account


Interested?
send e-mail to tomhunt@neoca.de



* I am trying to make the game as device-inclusive as possible; however, I can't guarantee your device will work, but will appreciate your feedback & input all the same. Besides, the alpha is free, so what do you have to lose?

Friday, September 12, 2014

statement

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Please do your part in keeping the Internet a free and open community. We are all in this together.

Thank you.


Wednesday, March 19, 2014

wednesday morning commit

The core gameplay seems like it is pretty well baked by now.

I've been getting into some of the higher level stuff lately with game over / victory handling, and that's led me to start thinking about how the UI over top of the game has to look.

Also I fixed a bug.

- added a couple of fonts to possibly use for the UI
- adding checking of # valid moves left
- added game over event & event handling
- added OutOfPieces event handling
- piece generator waits until new pieces have completely fallen into place before checking for cascade matches

Friday, March 14, 2014

- cascading matches
- some additional TODO spec'ing around visual/audio effects, gameplay, bug-fixing
- tween tweaking, other aesthetic adjustments
- perf optimizations to swap/onMatch code
- bug fixes to swap
- clicking on selected piece again deselects it 
- Tween library housekeeping

Thursday, March 13, 2014

aw yeah ;]

- highlighting of adjacent pieces on selection
- swap
- basic matching
- implosion tween on matched pieces
- screen shake on invalid swap

Saturday, March 8, 2014

saturday morning commit

mostly graphics/styling stuff:
- adding image effects (glow and depth-of-field)
- adding inertia mechanic to board rotation
- per-piece materials, so they can actually be of different colors
- made the background black
- board wire mesh is rendered using Material.SetPass for loop instead of lazy GL.Color