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Development of the game Mr Boom's Firework Factory in Unreal Engine 4.
This game is due for release on July 4th 2019 on PC via steam, itch.io, and GameJolt, or direct purchase from the game website via PayPal.
Closed beta is now in effect until release, if anyone is interested in taking part please drop me a PM. You must be willing to actually playtest each new feature or level which is added.
Hi Everyone!
In preperation for the release of Mr Boom's Firework Factory, i have created a release trailer which has been uploaded to various storefronts and to YouTube:
The release trailer is an incremental improvement on the previous three trailers, one created in 2016, an…
Hi Everyone,
Now that I've returned from Casual Connect London 2019, I can finally progress with pushing Mr Boom's Firework Factory to release. Casual Connect was extremely productive, and an extremely useful resource for getting the game polished and put in front of many eyes. There is a ga…
I'm really happy to announce that my indie game Mr Boom's Firework Factory has been selected as an Indie Prize finalist and I will be attending
Casual Connect London 2019 on 28th-30th May where I will be exhibiting my game in the QEII Centre on the third floor.
Come along and say hi, or have …
Hi everyone!
It's been a good couple of weeks since I last posted a blog entry. With the help of @Rutin and his 3D model making expertise, i've now implemented the hydraulic press mechanics within the game, and also finished the appearance of the laser tripwires. Thes…
Hi all!
As I progress through adding yet more levels to my game, I have decided that next on my to-do list is the ability to turn on and off devices around the levels based upon the crates passing along the conveyor belts. The system should give visual feedback as to what is connected to wha…
Hi everyone!
Another week, another update to the development blog for Mr Boom's Firework Factory!
The Easy Stuff: Creating the Stock RoomThis week, I have been creating a way to reward players for successfully completing levels. Every time a level is completed with a three star rat…
It's been a very long time since any new blog posts have been posted about my current game project.
I have decided that my new year's resolution for 2019 will be to get my game finished and out there within this year; After all, it's almost at the point now where an MVP or Vertical Slice exi…
Hi all,
It's been quite some time since i last posted a journal entry. This hasn't been for lack of development of the game, more lack of free time where i'm not being a Dad, working my day job, or finding a few minutes to add to the game. Unfortunately for everyone who reads my journals, writing a…
Hi all,
Another day, another feature! The last couple of days have kept me busy creating a "physics powered" grab arm for picking up the crates. When the player gets the crates to the exit, the claw comes to get it. This is as creepy looking as it sounds. I decided to build the claw from primitive …
Hi everyone!
It has been a long time (nearly a year) since i last worked on this game. My usual development routine involves having multiple games in progress at any one time. Once i start feeling burn-out coming on, or boredom setting in with one project i flip to the other, until one or the other…
This week heralds the addition of a loading screen. Partly due to a thread here on gamedev.net i decided that perhaps now was the time to add one, as shown below.
This actually turned out to be quite a challenge, due to the way i had designed my game.
At the point whe…
I have added a new menu design, with sound effects and animations;
[sharedmedia=gallery:images:6400]
I have also added a new logo for the game on the menu screen.
[sharedm…
Rather the opposite in fact, i find myself spending so much time creating the game that i have very little time left in my life to write journal entries! Oh, what a first world pro…
Another week has passed, and more features have been added into my game. Today, I have found some time to create the end of level animation.
I have drawn my inspiration heavily from casual mobile games such as angry birds, cut the rope and Bag-It, which all have a sequence of stars at th…
So, again, it's been a couple of weeks since my last entry. Moving on from where we were, to where we are now, I am now in a position to start putting together various subsystems and linking them together to form a flowing gameplay experience.
In previous journal entries I have discussed…
So it's been a little while since my last journal entry. Various things about the internals of Firework Factory were annoying me so in true programmer fashion i had to spend some time ripping them out and rewriting them. Refactor, refactor, refactor!
Over the past couple of weeks i have …
I've found some time today to make further progress on Firework Factory, adding three things as mentioned in the title:
- Added AABB collision detection of boxes and particles, so that the game mechanics now function entirely correctly for crates
- Added a skybox, to make the game world seem …
Another day, another journal entry!
Today I have integrated a bunch of disparate parts of the game together, and we are finally reaching the point where all the unconnected parts start to join together to form a playable, complete whole.
The junctions, demonstrated in my second journal …
Today I have managed to add machines to the level layout. The machines are the producers of the crates in the level, as seen in the <div><iframe allowfullscreen="true" frameborder="0" height="344" width="459" src="https://www.youtube.com/embed/VE1-L7xWZEE?feature=oembed…