So today will mark the release of QBits, our game for January to start off our 1GAM challenge. We are still implementing some of the finishing touches today so therefore the game will not be release until later this week, keep an eye on our Twitter to see when it is released.
Since this is our first game for 1GAM, I wanted to discuss what our experience was like during this month. Since we made the game with only two of our current staff members, due to the others being pre-occupied, while we also worked full time it was very difficult to implement all the features we wanted. That said we loved the experience with it being very similar to the Global GameJam or our very our House of the Rising Jam (HotRJ) and we cannot wait until we have the full team involved and we can create larger more complex projects.
So what is QBits? Well like Ellie said in the last blog it is similar to Curiosity, it is a relaxing mobile idle game where you must destroy a cube by tapping on each of the Bits that make up its entirety while an auto tapper damages other random Bits. The player is rewarded money with each Bit that is destroyed which they can use to upgrade their strength, or the strength and speed of the auto tapper. When a player destroys an entire layer the health of the Bits and money is increased and another layer is unlocked for the player to destroy. This game was created to fit several of the 1GAM themes, these include; Metal, Money, Levelup, Respawn and Loops.
Since we didn’t get the chance to implement everything we initially planned I wanted to discuss those features to give you an idea of what the game was going to be before we ran out of time. We wanted the block layers to start off much smaller with the cube being a 3x3 arrangement of the bits and when the player destroys a layer the cube would expand to a 5x5 cube, then a 7x7 cube and so on. When the cube reaches a larger size, we wanted to create a zoom feature, when zoomed out a texture would be generated from the current destroyed bits and apply that to a single cube. This would have improved usability and system performance significantly and allowed smoother transition between layer sizes. We also wanted to implement a reset button that would put the player back to the beginning of the game while rewarding them with some gemstones which could be used to unlock even better upgrades such as destroying a line of bits or an entire face, these upgrades would have worked on a cooldown which could be lowered by spending more gemstones.
We would like to implement these features into the game at a later date if possible, but we wanted to move onto our game for February, which I’m sure we will give more information on very soon. The main objective we want out of the 1GAM challenge is for us to create a backlog of mechanics that we can use in our future titles outside of the 1GAM challenge, this would allow us to create projects quickly or implement features of games that are used in several games such as an inventory system, achievement system or shop system.
For now I’ll leave this blog off here.
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Thanks for reading,
“Live deliberately” - Scott Harris