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Feb 4th/2018

          Hello everyone my name is Stephen Naraine and this is the official blog for our best go at creating a full fledged game through our Games Studio class at LIU Post. Today is our 1st Blog post and i'm gonna let you in on what we've accomplished so far in our game 'Chemical Trouble'. But first let me talk about what our game is, Chemical Trouble is a Top Down view, Shoot em' Up styled game utilizing touch controls on android mobile devices, the general gameplay will consist of moving left and right on the screen to shoot and/or dodge oncoming enemies, gain power ups that increase your attack power or shield you from damage. The main objective of the game is to gain the highest score through enemies destroyed, combos from multiple enemy kills without taking damage and time survived. Alright that was a nice intro to what our game is about so lets now dive into what we've got done so far.

          So for this week our two and only main coders currently, Jason Peterson and Nicholas Buscemi have laid the groundwork for our game by coding the mechanics that hopefully one day players come to enjoy playing. Heres a list of all the wonderful features they've cooked up in the past week.

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   Nick:

  • Created the prototype.

  • Made the player and player movement.

  • Made the bullets able to be changed between 3 colors.

  • Made 5 power ups (Beam gun, machine gun, shield, shotgun and speed boost).

  • Power ups move down the screen.

  • Made the player constantly shoot.

   Jason:

  • Figured out how to use touch controls.

  • Learned how to debug mobile games through unity (without having to build every time).

  • Altered Nick’s code to make movement based on touch.

  • Changing bullet colors now works by swiping on a phone up or down to cycle.

  • Working and tested prototype on 2 separate Android phones (with different resolutions).

  • 1 Simple Enemy created.

          

          Well thats about the size of it for this week, please check back next Sunday and hopefully we should have another blog post packed with details on our progress.

Feb 11th/2018

Enemy and player bullet concepts

See you guys again next week for our next update.

          Hello everyone Stephen Naraine here again, and its time once more to deliver to you an update on the progress of anticipated game Chemical Trouble. This past week we made a ton of progress especially in the uniqueness of our enemies in their look and feel. Nick busted his hump and came up with some really interesting enemy movement paths. I broke my back to bring you all some great art assets to showcase the look and feel we're going for with Chemical Trouble. Jason got his hands on some interesting info on GUI menus and started the conversation on that but enough talk here's a break down of what we did. See you guys again next week for our next update.
 

Nick:

  • Made more enemy types.

  • Made more enemy paths.

  • Made all the bullet types collide and kill the enemies based on their color.

  • Made laser beams not dumb.

  • Made bullets and enemies not clutter hierarchy by destroying them after leaving the screen.

 

Jason:

  • Looked up GUI stuff that wasn’t implemented because Nick’s a bad person.

  • Looked up shop stuff that wasn’t implemented because Nick’s a bad person.

 

Steve: ​

  • Redid the player sprite.

  • Drew different sprites for the different bullet types.

  • Drew different sprites for the different enemy types.

  • Updated the blog post.

Feb 18th/2018

         YOU WANT UPDATES? I GOT YOUR UPDATE RIGHT HERE.

Jason here. We've been working diligently on getting this project done to the best quality we can give. Since we're new to making mobile games this is quite the challenge, but we are up for it! 
 

Nick:

  • Put in the previous concept art for the enemies and bullets. 

  • Reworked how enemies spawn in, using waves now.

  • Added boss #1! (We're very excited about this!)

 

Jason:

  • Made the debug menu for control schemes.

  • Added GUI for playing and pausing.

  • Refined touch controls to feel better. 

 

Steve: ​

  • Created final enemy sprites.

  • Created final bullet sprites.

  • Concept art for GUI and player animation!

Game with bullet and enemy sprites!

Feb 18th/2018

YOU WANT UPDATES? I GOT YOUR UPDATE RIGHT HERE.

Jason here. We've been working diligently on getting this project done to the best quality we can give. Since we're new to making mobile games this is quite the challenge, but we are up for it! 
 

Nick:

  • Put in the previous concept art for the enemies and bullets. 

  • Reworked how enemies spawn in, using waves now.

  • Added boss #1! (We're very excited about this!)

 

Jason:

  • Made the debug menu for control schemes.

  • Added GUI for playing and pausing.

  • Refined touch controls to feel better. 

 

Steve: ​

  • Created final enemy sprites.

  • Created final bullet sprites.

  • Concept art for GUI and player animation!

Game with bullet and enemy sprites!

Feb 25th/2018

         Hey everyone! Jason again. We sure have a treat for you this week! NO MORE BLUE BACKGROUNDS FOR US! We have a real background now! Still in the testing phase, but check out the screenshot below!
 

Nick:

  • Made the background loop.

  • Worked on boss #2. (Bugs or Features? You decide!)

  • Enemy taking damage refined. 

 

Jason:

  • Revised bullet size.

  • Added tap controls.
    (Tap controls were a big suggestion by our
    play testers! It is a welcomed improvement)

  • Accelerometer control experiments. 

 

Steve: ​

  • Created the background elements. 
    (This includes the spinning fan and light)

  • Website work. 

Look at that background!

Mar 4th/2018

         SECOND BOSS. Jason here. Nick worked long nights to make sure our 2nd boss is working! No spoilers yet! Trust me when I say it is 95% bug free! The last 5% are features. Just take my word on that. 
 

Nick:

  • Finished the 2nd boss. 

  • Fixed enemies moving too quickly.

  • Fixed enemies not getting stronger on later waves.

 

Jason:

  • Removed accelerometer controls. 

  • Fixed bugs with tap controls. 

  • Figured out how to use android back button.

 

Steve: ​

  • More website work. 

  • Give him a break! He got sick this week!

Mar 11th/2018

         SPRING BREAK!  It's Jason again with another update! Nick really badly wanted to start on boss #3, but we need audio in our game and he's our man! Steve has some sweet art cooking. I worked on figuring out how to make In-App-Purchases and the in game shop! Shorter update this week, largely due to Midterms being the same time. I promise a bigger update next week! Hope everyone spends time to relax this week!

Mar 18th/2018

         TAP OR SWIPE? Jason again! What controls really are superior? Swiping for changing bullet colors. Or maybe tapping to change? Our play tests seem to favor swipe but it's only split about 60%-40%! We'll include the option to change between them to customize how you want to play!
 

Nick:

  • Worked on audio. 

  • Changed how enemy health is handled.

  • Set up in game point/currency system. 

​

Jason:

  • Worked on upgrade  shop.

  • Fixed some issues with currency system. 

Steve: ​

  • App logo design started!

Mar 25th/2018

         OPEN FOR BUSINESS. Jason here. Did I mention the game is a shoot 'em up? That's why we needed an upgrade shop! Earn points by defeating enemies to upgrade yourself. You know the drill! 
 

Nick:

  • Worked on audio. 

  • Made at least 1 song. 

  • Scrapped a lot of audio because "I can do better".

 

Jason:

  • Added the upgrade shop. 

  • Fixed a bug with tap controls. 

  • Setup some instances drop audio into. 

Steve: ​

  • Concept art for GUI theme. 

  • Brainstorming what will fit the game theme. 

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