Witch Tower #15
Witch Tower can be played here:
https://play.google.com/store/apps/details?id=com.ranacalva.witchtower Added some more details and unlockable levels.
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Witch Tower #15
Witch Tower can be played here:
https://play.google.com/store/apps/details?id=com.ranacalva.witchtower Added some more details and unlockable levels.
Witch Tower #14
Witch Tower can be played here:
https://play.google.com/store/apps/details?id=com.ranacalva.witchtower
Working on the main menu. At this stage,it’s really crude but I will put a lot more juice on it soon.
Witch Tower #13
Witch Tower can be played here:
https://play.google.com/store/apps/details?id=com.ranacalva.witchtower
Implemented a button slot, when differents items would appear, in this example a bomb item will clear all the basic enemies of the screen
Crear un videojuego desde cero con un nuevo equipo
Durante el mes de Octubre de 2017 a enero de 2018 algunos miembros del grupo de usuarios de unity de Hermosillo Sonora México nos planteamos la idea de comenzar a desarrollar videojuegos por parte de la comunidad, esto involucra varios desafíos, en este post tratamos de narrar los puntos claves que tener en cuenta cuando se busca desarrollar un videojuego con un equipo de trabajo con el que nunca se ha trabajado antes.
El videojuego que desarrollamos fué Hmoman Run, un juego del género runner para dispositivos móviles, disponible para iOs y Android. El equipo que trabajó en el proyecto fueron 10 personas, 2 de ellas se dedicaron a la música, 1 a los efectos de sonido, otros al diseño de los modelos 3D y arte, otros colaboraron con la experiencia de usuario y diseño de la interfáz de usuario, yo colaboré con las mecánicas básicas del juego.
Witch Tower #12
This is the basic attack of the Player on Witch Tower, it’s an animated beam of energy with some simple energy surrounding it, as it happens so fast, it’s rarely noticiable, but I like the result.
For some enemies, that beam is inverted on the Y axis and tinted of another color so it looks different.
Witch Tower #11
Added a Parallax Scrolling Backgroun in a vertical Position, so it looks like the camera is always going up, and the player needs to keep on certain position while defeating enemies.
In this gif you can see the image And little by little we are replacing the placeholder art for current art. Also in this image, we can see the “Bomb” item, that defeats every enemy on screen but has no effect against bosses on Boss battles.
Witch Tower #10
Witch Tower can be played here:
https://play.google.com/store/apps/details?id=com.ranacalva.witchtower
Been working on replacing the placeholder art with the original art of the game, in this image, I have added the art of the main character, a Good Witch with no name yet, and her Fairy Friend, also, the coins have its own art an animation.
In this gif we can see the core mechanics of the game, you defeat enemies by shooting magic at them, the enemies give the player some points, the player collects items, and have to defend the fairy of danger.
When the Score bar is full, and the stage is one “Boss Stage” a Boss will appear, this boss is a special kind of enemy that the player will have to defeat in order to pass to the next level.
While the Boss is still alive, enemies of that level will keep spawning and the score bar will not go further. Once the boss is defeated the Fairy pick up the Player and carry it to the next stage.
Witch Tower #9
Witch Tower can be played here:
https://play.google.com/store/apps/details?id=com.ranacalva.witchtower
Start working on the art of the game, and little by little change all the placeholder art with original art.
The first thing I did was a coin, a collectible in the game. I made a coin using aseprite, and sticking with pixel art.
All coins in the game can be collected, and later on can be spend in a shop to buy in-game items.
Witch Tower #8
Witch Tower can be played here:
https://play.google.com/store/apps/details?id=com.ranacalva.witchtower
In this update, I introduced a new kind of enemy, a shooter, in this stage of development, all the art is still a placeholder and in order to identify enemies from one kind to other, I change the tint values to red.
Shooters can spawn objects, and all the mechanic of going upwards and damage the fairy is all from the bullet code.
If you pay closer attention to this gif, in middle of the screen, ath the right of the score bar, there is a brown arrow, that is also a placeholder of a new mechanic.
The player will be able to collect items to use agains enemies, in this case, it’s a bomb that clears all the enemies in the screen, including projectiles.
In this particular gif, I had some issues implementing that feature, and found the result hilarious so I had to share it with you dear reader.
Witch Tower #7
Witch Tower can be played here:
https://play.google.com/store/apps/details?id=com.ranacalva.witchtower
Made an update about the flow of the game, every time you defeat an enemy you get a random reward from the flying fairy, in this scene, with help of a mana boost, you get a triple attack, and defeat two enemies at the same time, because of that, the fairy drops you two random rewards at the same time, in this case, those rewards were coins.
Witch Tower #6
Added some feedback to the player about what was going on with the score, and certains elments of the game so it can be tracked easy.
In this example, every time that the player defeats an enemy, the amount of experience or points to increase the “score” will show.
And the same applies with coins and mana bottles, it will show the value that increase and a diferent color.
Witch Tower #5
Added a “Win state”, every enemy you defeat gives you certain points, and every level have a certain amount of points that the player must reach in order to beat that level.
Once the player reaches the goal of certain score, the fairy friend will pick up the player and carry it to the next level.
When the player is waiting to be picked up, it can not move, this was decided because it could be problematic for the fairy friend to reach the player if it was keep moving.
Witch Tower #4
Besides Coins there are “Mana Bottles”, that gives the player the ability of shooting multiple attacks at once, the mana is increased by the mana bottle item, and is spend every time the player press the attack button, a triple attack only spends 1 Mana point.
In this update, I added a respawn feature, if the player dies by reaching the botom of the screen, it will respawn at the top of the platforms, always in the middle, that is the safer place I think.
Added a mana meter, one of the items that the flying totem that the player must protect can randomly throw when you defeat an enemy is a mana bottle.
Also, added a “Game Over screen”
In every level certains variables can be set as “rules” of that level. Those variables can be:
-Current and max player’s health. -Current and max Totem to protect health. -Current and max player’s mana. -How mant points is neaded to pass to the next level. -If the current level has a boss at the end. -Global speed of the game (which affects platforms, enemies and spawn rates of game objects).
Witch Tower #3
Added some enemies to the game, as you can see is still the same sprite of Ropemania but with different tint, this is because I like to implement features and mechanics first and once they are polished, draw the game art.
The basic behavior of the enemies is:
-Spawn at certain point.
-Every Enemy has it’s own Health points.
-Every Enemy has it’s own experience points that once defeated, will increase the player’s score.
-Start moving upwards.
-At certain height, move towards the Totem that the player is protecting.
-Once the enemy has reached the totem (in this case, the yellow kid) it will inflict damage on the totem.
The totem has certain Health points, and once it reaches 0, it’s game over.
Also, if the player falls from the platforms to the void multiple times, each time will take a life from it, and once it reaches 0, it is also game over.
In order to win the game, the player must defeat enough enemies so it can reach that stage “max score”, that will take the player to the next stage.
Witch Tower #2
Started playing with the idea and core mechanics of this game, and infinite “upscroller” with enemies coming up from the bottom of the screen and you can only shoot downwards.
I’m still using the placeholder art of ropemania and made some basic UI buttons to start shaping the way the game will feel like.
In order of save time making new assets the projectile that the player shoots are the same sprite as the “action” button.
Also, added a coin counter and some coins (also with a sprite of a UI button) so the player can collect coins and later on it will be able to spend it in a way.
This mechanic was quite useful because it let me explore others options for new items of different kind that will trigger new game mechanics.
I put a ground at the botom of the screen because it's easier to prototype and debug features without falling and loosing the game. In the final version there will be no ground so the player will have to use the platforms im order to win the game.
Witch Tower #1
During the global game jam 2017 we pitched a lot of ideas during brainstorming, I pitched the idea of a wave that rise above the ocean in wich the player will be avoiding jumping upwards in platforms in a tower.
That game mechanic stick with me while we were developing Tsunami Adventure, and once the global game jam was done, I decided to make a proper game out of this idea.
The first thing I would do was reuse old art as placeholder from my game ropemania and use a gray brick tile that ended never using in a game until today.
I decided to make it in Unity and make a little game in 2D, I started working in the player movement and make that it could step on platforms and jump between those.
Tsunami Adventure at Global Game Jam
Tsunami Adventure was the name of the game my team developed during the Global Game jam 2017.
You can see the info of the game here: http://globalgamejam.org/2017/games/tsunami-adventure
And you can find a stable build on github: https://github.com/Ucamo/GGJ17_Tsunami
This year the theme was “waves” and the challenge was to make a game with that theme in 72 hours.
My team took the theme quite literally and decided to make an infinite runner in a city in the process of being hit by a Tsunami, you can help civilians while running from a giant wave and doing so will give you a little boost forward, you can also collect coins but it will not help you at all.