Paws: Update 4

Recently added a few things to Paws and finished up the panic scene.

I decided to make the levels all about reaching the target score while balancing between using power-ups to keep going without using all the panics or moves. One can complete a level by getting power-ups, keeping the stress meter down, not making too many moves and skillfully using the other power-ups.

The stress meter is not necessarily to deter. It’s to make the game funner, not stress the player out. I’ve made it so that it’s not difficult to keep it down. And even if it gets too high, that’s where the power-ups come in. I was also able to change the pitch of the background music to match the stress meter with Unity’s audio mixer snapshots.

With the panic scene, one needs to keep their finger on the screen and follow along with the animation to get back to the level.

Next up is the menu, level start/complete/fail boxes, facebook integration, animating Paws and level design.

 

Paws: Update 3

Update video showing the stress meter working. Feels good when it relaxes all the way with the Zen Powerup. It changes color, pauses, resets, changes speed depending on how many possible swaps there are, and decreases based on how many points you get in a chain bonus. Almost time to bring Paws to life.

Check out http:/mavenmob.com/paws and stay in touch.

 

Paws: Update 2

Check out the video to see how Paws (http://mavenmob.com/paws) is coming along.

New things since the last update include clearing mind jellys and using bomb pieces to clear entire rows or columns. There will be 80 levels with increasing difficulty, and the powerups are at the top. The powerups include resetting the stress meter, pausing the stress meter, 5 more moves, 1 more panic, and removing any one type of idea from Paws’ head.

Unity is far better than using Spritekit/Xcode. I’m glad I switched. Up next is the stress meter and animating Paws.

Check out Paws and stay in touch.