Author Archive

About that silence…

by on Apr.02, 2011, under Uncategorized

As you’ve probably noticed, things have been going fairly slowly lately. Drillboid is still very much alive as a project, though, so no worries – we’re just taking some time to work on other things, too, so we have some money to fund the game. We’ll be sure to keep you guys updated when we have some more work done!

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The Results Are In…

by on Mar.09, 2011, under Uncategorized

We were in the top ten games in the Kongregate Unity Game Contest! Thanks for your support so far – we’re looking forward to breaking the silence update-wise now that the contest is over.

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Patch Update

by on Feb.17, 2011, under Uncategorized

We released a patch today, fixing some bugs with the game and adding some things to make it more playable. Here’s what’s new:

  • Ball mode now makes the player invincible to acid gas and lasers, and makes the player dash while on the ground
  • Removed gas pockets to allow free exploring
  • Lowered escape time to add challenge
  • Fixed level select size mistake
  • Fixed death while holding orb bug
  • Arrow now points to orb when it’s been dropped
  • Fixed shaky camera
  • Fixed a bug with groundbased lasers not hurting
  • Added sounds for ball transformation
  • Added tutorial text explaining the minimap
  • Ship pickup zone made clear
  • Added a splash screen to inform people of unfinished state

We’ve had 80,000 plays on Kongregate since we uploaded it, so we’re really excited to have such a big audience! Thanks for all your feedback!

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That’s a Wrap!

by on Feb.15, 2011, under Uncategorized

Our Kongregate build is now complete and uploaded! Go vote for us here:

For those of you following us, here’s what’s new in this build:

  • New, more comfortable control scheme (we think)
  • Rocks instead of unbreakable dirt
  • Improved performance
  • Gas pockets deep underground (don’t dig too deep)
  • Menus and options
  • Kongregate high-score support
  • A tutorial
  • The Mollume – this nasty little mole will hide when you come by, then jump out when you walk past it. Be careful, they’re not very friendly!
  • A new secret room type…  I’ll let you find it yourself!
  • Treasures and score
  • Lives, complete with a game-over screen
  • More music, including an escaping theme

Whew, that’s a lot of things for a little over a week. We’re both pooped, but we’re glad we made the deadline. Enjoy the new build!

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Procedural Generation, Part 2

by on Feb.13, 2011, under Uncategorized

We’re only a few days from the competition deadline now, so things are getting hectic enough that we just haven’t had time to upload a new build. To tide you over until the next update, here’s a nice, boring article about programming!

If you read my first post about Drillboid’s level generator, you may recall that I mentioned that the generator works in three steps. I’ve covered the first step, which is choosing where all the rooms fit together, but those rooms need to be filled with something, which is what steps two and three are. Today, I’ll explain a bit about how that works. (continue reading…)

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The caves just got more diabolical

by on Feb.06, 2011, under Uncategorized

A new update is out! Here’s what’s new:

  • Alien ruins deep underground, complete with moving laser systems. Be careful!
  • A health bar. You can die now, although for the time being, you’ll just respawn.
  • Two new variants of the Gelfis: Gelfizz and Gelfloom. I’ll leave it to you to figure out what they do!
  • Improved efficiency of a few systems in the game.
  • Made enemies spawn more consistently – you shouldn’t go long periods of time without seeing some sort of enemy.
  • Made the escape time more lenient.

And, of course, plenty of little bugfixes and such as well, but these are the major changes. Give it a try!

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More Effects

by on Feb.01, 2011, under Uncategorized

In the last two days, we’ve mostly been polishing up and adding effects to the game. Here’s the main changes:

  • Tiles now leave some little rocky chunks behind when broken.
  • A whole bunch of additions to the Gelfis: they wobble and flash when hit, they leave ragdolls when they die, their heads swell as they’re hit instead of all at once when they die, the fireflies they leave behind pulse slowly, and they make sounds.
  • Improved bullet effects, including a charge effect when the button is held and a trail from the player’s gun when shot.
  • Reverb effects while underground.
  • Music!

There’s a few other changes under the hood, but I won’t bore you with the details. Besides, if you’re anything like me, you’re probably already mesmerized by Gelfis hunting at this point.

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Gelfis Galore

by on Jan.29, 2011, under Uncategorized

After a week of work, we’ve got another test build ready!
Here’s what’s new:

  • A ship, which carries you into the level and out at the end (yes, you can actually escape now, although the exit sequence is a bit buggy)
  • A camera shake effect when you pick up the orb
  • Fancier grass effects
  • Gelfis all around the level
  • Secret rooms (they don’t contain anything yet, but they’re invisible on the minimap)
  • Modified effects
  • Some sound effects
  • We’ve put a lot of work into this, and while we’re getting closer to the deadline, I think we’ve got a good chance at having a good build together in time. Enjoy!

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    Public Todo

    by on Jan.25, 2011, under Uncategorized

    I was going to make a really lame Shakespeare pun, but I thought I’d save everyone having to bang their head against the desk and just went with “Public Todo” as the title. Of course, having said that, you probably banged your head against the desk anyway. But I digress!
    We’ve added a public todo list up on the navigation bar, so you can take a peek at what we’re doing and what we’ve already done. As time goes on, more stuff will probably pop up in there, so keep an eye on it!

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    Glowing MacGuffin of Doom

    by on Jan.22, 2011, under Uncategorized

    Today’s update includes backgrounds, a hidden block effect, lighting that goes from warm to cool as you descend, more grass tiles, and of course, the titular glowing MacGuffin of doom. Every level has one now, and it’s your ultimate goal in the game. Once you find it and pick it up, you’ll be given a timer to return to your ship before it explodes and kills you!
    …Of course, you still don’t have a ship, so it doesn’t actually explode yet. It does get brighter and bigger, though!

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