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Dragonfire is now "Under Judgement"!! If you like Game of Thrones and enjoyed Season 7, Episode 4 - the spoils of war; so did we!! We wanted to relive that wonderful action scene (no spoilers) over and over! So we created Dragonfire, which has a different story than GoT, as not to infringe on any copyright stuff.
Let us know what you think!
If there's interest in the game, we would love to add more to it!
Well, we're over a month into development, and Hive Mind is coming along (slowly but surely)(and don't call me Shirley). There have been a few bumps along the way, as with any game development, and because I'm trying to be more social these days, I figured I would write a post about it. (Side note, above, are some new enemies. They haven't been fully processed, but they look kinda neat in greyscale.)
One of the major issues we've had involved one of the critical functions of the game; building hive blocks! To properly understand the issue, I'll explain a little bit about how we WANTED it to work, and the hiccups we had along the way to MAKING it work.
The idea Aaron and I had when designing the game was that you'd have a power source which you could build blocks off of, to protect the power source, and create a hive. Off of those hive blocks, you could then add clones which would act as towers and defend your hive. A cool idea we came up with, was that when you place a new hive block (built ONLY off of another hive block or the power source), a 'tracer' of sorts would flow from the power source through the connected hive blocks, to the new build location. Here's a video Aaron made using Photoshop, as an example for our programmer.
As Fletcher, our programmer, progressed and we tested, we ran into an issue where the 'tracer' would try to map all of the attached arms of the hive; instead of taking the quickest path to the new build location. If you built a huge structure, with many arms branching off, it would take way too much time between your initial click to build the hive block and the moment when the block actually builds.
Since Aaron and I aren't coders, we just had to remain patient while Fletcher looked for help with the issue and tested a number of solutions, before coming to (what we hope will be) the ideal fix. It can be frustrating, sometimes, during this process and we had to remember that communication is the most important thing; it keeps the development process running smoothly and allows everyone to point out problems as they arise.
Hive Mind is going to be one of the games included in our 'beta testing' perk on Patreon; we only ask that you donate $5 or more (per game, not per post or something crazy like that) IF you want to gain access to alpha and beta testing. [NOTE: THIS IS NOT A SOLICITATION... just a hopeful suggestion]
If you made it this far, I congratulate you. I tend to ramble.
Comments are welcome, I'm interested to know if anyone is intrigued by this game/has questions/etc.
- Sabrina; Jack of all trades.
We're super happy (and honestly, kind of surprised) that Sketcher-D for browser has done so well! Thank you so much to everyone who has played and rated it :) Here's a quick video we did of our game designer (Sabrina) playing on 'Insane' difficulty. We're sad we weren't able to integrate the highscore API into this game, but we are definitely working on it for future games (such as Hive Mind!!)
Also, there was some mention of this game possibly being better for mobile, too, and it just so happens that the first rendition of Sketcher-D was released for Google Play! It's free, so if you're interested in trying it out, search it up on the Google Play store or follow THIS link ;)
We have finally started development on a game that's been in the freezer for a while; Hive Mind. It's an RTS/Defense game with basic resource gathering, combat and building. The game is set on an alien planet and the player controls a "Queen" alien creature that must protect it's power source by building a hive and cloning itself to create defensive units. Each of these actions cost resources, which can be gathered by killing enemies.
"They mostly come at night. Mostly."
We have been wanting to do a game more complex than Trump Jump and Sketcher-D for a while now, but since SnöBox Studio only consists of 3 people at the moment, it's been hard to see a larger project through to the end. What we're hoping to do this time is make an alpha version of the full game, scaled back slightly to include only the main features of the game, and release it on free platforms such as here, obviously, Kongregate, and Armor Games. If we get enough interest from the free version (and enough money to pay our programmer) we have lots planned for the full version of the game, which we would like to release on Steam.
We will be looking for testers to try out the game and give us feedback, as soon as we have our first full alpha build. But if you'd like to get in on the ground-floor, I'd like to extend a special newgrounds offer:
To become an alpha tester,
1. Message me or comment on this post with your name and Twitter handle, then like SnöBox Studio on Facebook and Twitter (don't just like/follow then unlike/follow - I'm watching).
2. Message me or comment on this post with your name and donate to our Patreon page.