A new refined UI

Journeyballs new UI

Creating a valid simple design is always more difficult than creating a complex one. As wiser men than me always say, you should work on subtraction, so that’s what I did with Journeyballs user interface. Here is the new main screen revamped UI. The background depends on the last played level, and the “quit” button [...]

A small indie game developer’s day

Dancing Me

I am kind of curious about the lives small game developers live. Are they nerds? Do they go out and dance all night? Do they manage to have a successful social life, or do they just hide inside their cave, waiting for some pious being to feed them? Myself, I’m kind of new at game [...]

I made demolishable bouncers

Yes, that’s what I did. I added demolishable bouncers to Journeyballs. They work like regular bouncers – you know: the ball hits them and then bounces away – but they get destroyed after being hit. I know, I know, it’s not a big deal. But I like them: they open tons of new possibilities for [...]

Journeyballs titles and some double entendre galore

Journeyballs

Making a game which contains the word “balls” in its title, opens you to a certain type of jokes. You know. The “balls” jokes. Which is a thing I wanted to avoid. Mainly because I hate “balls” expressions. The internet mentions Betty White as saying: Why do people say “grow some balls”? Balls are weak [...]

OCPD and sexsomnia: welcome to level design

Valutazione

It was always clear to me that, to be a good programmer, you need at least some degree of the infamous Obsessive Compulsive Personality Disorder (pure Obsessive Compulsive Disorder might help too). Nothing extreme, just a little. Luckily, I have that – nothing extreme, just a little. My apartment is a mess. My comics and [...]

Hello website and other stories

Holoville Games

Whew, finally made a website just for Holoville’s games, and Journeyballs. Between the layout and the port to HTML/CSS/JS it took me two full days, but I’m glad it’s done. I tried to follow the advice from other indie developers/magazines: make it simple (well, I only do simple websites since awhile, so that was easy) [...]

Journeyballs: branching around

A quick video, with a sample from one of the more “advanced” levels of Journeyballs. With Journeyballs editor (and Unity’s prefab power) dragging one element inside another creates a series of joints connected to each other. This way I can create any type of complex moving mechanism, which are very nice to see. I have [...]

Journeyballs v0.1.138

This video shows the current features of Journeyballs (elements and difficulty settings), the first tutorial levels, and some tech demo. Difficulty levels At easy/normal difficulty, time slows down when you launch your ball/s, and smoothly gets back to normal after you hit a magnet (or after you die, win, or throw your phone at that [...]

Journeyballs engine: Unity design patterns

journeyballs_editor_02

Sometimes ago, gl33mer asked me to write a tutorial about the design patterns I used for Journeyballs. I felt too much of a Unity newbie to do that, so I just shared them with him privately. Now that I got a blog, though, I thought I might write more. A premise I come from many [...]

Journeyballs main engine: why Unity?

Unity

I thought it might be interesting to write why I’m using Unity for Journeyballs. Or better, why I chose Unity as the engine for all the games I will ever do, 3D or not (at least in the next year or so). A little more than a year ago, I needed a 3D engine for [...]