Breakspace

…the Android game I never finish.

11/5/2012 Update! Webplayer below, scroll down.

I’ve been working on this off and on for a while, and I thought it was about time I posted the work for demonstration and criticism. The game is a clone of Breakout, with some of my own ideas. Here’s some to name a few…

  • The speed of the paddle does not affect the ball, but it is affected by the angle of the section of the paddle that it hits.
  • There’s a timer that activates after a certain percentage of blocks have been destroyed. If you knock out all of the blocks before the time runs out, you win an extra ball, otherwise you win nothing and progress to the next level anyway.
  • Difficulty is simply the number of balls you start with, however the more you have starting out the less you score.

There’s five power-ups:

  • Breaker Ball
  • Slow Ball
  • Speed Ball
  • Wide Paddle
  • Helper Ball

The powerups can be combined though they only work for a few seconds.

The current demo has 21 levels in three “Sectors”. The first sector is easy, and allows you to get used to the game. The second sector is harder and includes moving blocks and a different background. The third sector is in-progress, and will feature a moving background and camera in addition to everything else. My goal is to have 30 levels and an un-lockable random play-forever mode that you win when you beat the game. It could also use some more music.

As for the music, I paid a guy I knew from the old Unreal 1 modding scene to create what you’re hearing . His name is Tim Kok, and he produced the music for the old Team Unreal SP projects that you may or may not be familiar with. There will be more from him in the future hopefully. The quality of the music has been reduced to save space in the game executable.

The UI is proportional to the size of the screen… or it should be. Feel free to test this and let me know if it’s alright. The D in the corner of the menu screen will throw you into the current work in progress sector, it’s my “Debug” button for Android testing. Finally, know that you can change the paddle sensitivity, difficulty, and reset the score under Setup in the Main Menu.

Here are some screenshots:

Aaaand finally the downloads:
Android Version (Recommended)
Windows Version
Mac Version

very awesome!

Thanks Magnus. In addition to the models, I created all of the textures and backgrounds. The moon in the first background uses the Moon texture, which you can find anywhere. I created some of the sound affects (like the clock or the ball bounce noise), but most of them are from the General Game Sound Effects Pack, which you can find on the Unity market for real cheap.

Background 2 is actually older than the project, and it was created in an unfinished version of Blender 2.5x. The corresponding video is available here: http://www.youtube.com/watch?v=Uj7NOVHRYxA
And the image is available here: http://trancerobot.com/imgshare/breakspace-content/deep-space-nebula.png

they are nice backgrounds. kudos for the block art, I am a fan of beveled edges :wink: I need to mess with blender and get some art done for my game. it currently looks about as nice as a polished turd, lmao.

Don’t be so hard on yourself. This is where I started with this game…

There’s something to be said about the value of programmer art.

Anyway, here’s an update:

  • Smooth camera panning for Sector 3
  • Glowing reactive borders for all Sectors

(a Sector is a collection of 10 levels)

I might use the camera panning feature in all Sectors, but if I do I would keep the moving background as a unique feature of Sector 3 since it adds difficulty.



I heard people here liked the web-player, so here’s a new build compiled in that.

http://trancerobot.com/breakspace-demos/11052012/WebPlayer.html

The material is supposed to glow when hit - doesn’t on PCs. Don’t care to trouble shoot it just yet since it’s all for Android anyway.

Update!, new camera handling applied to the entirety of Sector 1. Also new: a sky cube instead of just a flat background. (only 4 sides were needed)

Web Player

All 30 levels are complete. There’s some tweaking I need to do, and I need to finish the GUI. After that, it should be ready to go on the market. I’m going to devote tomorrow to that task. While it may not be on the Google Play / Android market by the end of that day, I’ll make sure the software is at least ready. I want to do my research as far as marketing is concerned before I take that leap.

For now, here’s an update. a new 4 side cube was rendered for Sector 2 to satisfy the new camera setup. Also new is a trick if figured out when stretching star field textures. If the stretched UV is diagonal the tips of the stretched stars will be pointy as opposed to squarish and obviously stretched.

Straight:

Diagonal:

Final Result (when uvs are scaled up)

Ok, so I didn’t finish it just yet. But this will be my last update before I post in Showcase. I’ve made it so that the speed of the ball increases as the game progresses, added some free music from the repository (the guy I was working with on that disappeared before I could get more custom songs out of him) along with a few other tweaks. All that’s left now is a tiny bit of texture work (I want to fix the banding of the paddle texture), a level selection page, an about page, and then it is done.