Baneling Bobble
This project is currently in the Beta stage and is currently on Battle.net
This is a map that I've been working on inspired by the Bust-A-Move games, but with SC2 style! I've tried to recreate the feel of the classic multiplayer arcade game with the layout and the ability to still see all the player's screens. As mentioned above, the game is still in Beta but is open for play on Battle.net. Try it out and please let me know what you think so far of the progress!
How to play:
Control a baneling sitting at the bottom of the screen that launches units. Aim the baneling to the top of the screen toward the other units. Matching three or more of the same type will destroy the units from the field. Outlast your opponents to win!
Moving the mouse aims your baneling and the left mouse button will launch your next unit.
Connect three or more units of the same type to destroy them. Any units no longer connected to the top will be sent to your enemy's screen.
If your units go below the board, you lose.
Features:
- Up to 4 player arcade action!
- Unique in game music (courtesy of Indigo Rain).
- Rating system.
- Single player gameplay.
Upcoming Features:
- Improved AI.
- More game modes.
Ok, so nice to get some news! =D I've played a game and you got a major issue that prevent playing the game at all. The problem occurs when there is a new row of force field. The next ball you explode, everything blow up and a new game starts. So... you never can finish your game. Got replay if you wish, but this bug is probably enough obvious that if you play it yourself you'll see what I mean.
I saw somewhere that you can actually show multiple places of the map on the same screen. I think it's like "RTT" render to texure, but no sure if it is exacly this... I wonder if it would be better instead of having 16 places where spawn units (4 per players).
Here is an example found in the thread below...
http://www.sc2mapster.com/forums/resources/tutorials/49403-cse-render-to-texture-includes-trigger-version/
It's just an idea and I do not know what would be better. Though, you could have only 4 places and eatch players would have 3 RTT. It would maybe be less complicated than do the effects for all places.
Anyway, keep going =)
I wanted to push out an update to at least clean up the issues the map has been having since my absence before I try to jump into any AI or additional features:
Version .11
- Reduced the size of the Force Fields in single player to reduce overlapping.
- Reduced the size of the Lava Crabs to reduce overlapping.
- Fixed issues that arose with previous SC2 patches:
- Re-coded how the multiplayer views work to improve performance and accuracy.
- Increased size of floating score text to be more visible.
- The "Lose" indicator now will stay the entire duration of the round on the multiplayer views.
- Fixed an issue where a player could lose to receiving trash even though they have earned an extra life.
- Increased rate at which new rows are inserted at the top of the board (again).
Good to hear you're back around too! Some of the changes slated for the next patch:
I really want to round out and polish any and all basic features this game should have. So that's my main focus for this patch. After I get this out, I want to give another push to get this game out there and get people playing it!
I couldn't play in the last 3 months. But I'm happy that now I can and that you will keep working on this
Going to start working on this again. More details to come soon(tm)!
Sorry for the (pretty long) delay, rl has been pretty busy here. I'd love to give this game the updates it deserves, but between the time it will take to make these updates and the pretty low play time a map like this gets, the costs seem to out weigh the benefits. I know part of the problem is that it's not a finished map, but even when trying to post everywhere I could think of to get more exposure and host as many games as I could. I didn't really get a lot of interest in it, especially for testing. You were pretty much the only outside person testing and giving feedback, for that, I am very thankful :)
Sorry if this sounds like kind of a whiner post (and I guess it is a little lol), but it doesn't mean I'm giving up on this project altogether, it's just going to be put on the back burner until the timing is right to bring this back full force and find a new way to reach new players who can enjoy a game like this.
Hey! Any new updates?
@Jentzsch: Go
Haha. I make your list longer and longer ;)
Thanks for the feedback! I have no eta for when those issues will be fixed, but I'll put them on the list :)
Hellllloo!
Here is my firsts though about the new update.
Otherwise, I've only encoutered a bug in single player where some balls stay in the air instead of dropping on the last shot that clears the board.
I suggest you also add a way to change the Baneling in single player after the first time you pick. Cause right now you cannot repick a new one.
I have 3 ideas with the Single player Maybe multi-player as well.
Edit:
Version .09 is now live on Battle.net!
I'm on my phone again so this will be short but for your first two issues, they should he fixed in the "unit pathing optimization" in the patch notes below, as it also applies to special units and rows moving down but I will try to confirm those issues are fixed. As for the bouncing, same thing. I have even gone and done some gameplays of BAM and the new pathing is very close to the original game, if anything, Baneling Bobble is more forgiving. Some of the moves you mentioned previously still won't be possible and that's by design because you shouldn't be able to squeeze thru super tight spots at certain angles nor should the game give you a break if you let units pile up in front of your baneling. original BAM didnt. but either way, wait for the new pathing patch before more comments on this :)
As for new game modes, they're on the agenda,but as mentioned in my last post, they're just low priority right now. A help system and screen shots and such are probably going to probably be coming more in the patch after this one. Also about the loading screen, just read the text on the left, it says it's not done :P It's just a place holder.
@Jentzsch: Go
Oh sweet! But... I'll get you some more work ;)
Two things at least remains...
First, while playing against anotehr player, um, the row stopped moving down even after 12 shots. I have no idea why. (Happends around my 665 shot; 1h16 to 1h30, it doesn't move down and I spam balls and bomb to try to kill him haha.)
Second, I think if a player uses the Dropship, the ball picked up by the dropship is not removed in the small boards. Not sure about that but, in the game I just played, my oponent had a couple balls shown in the small board that were not on his board. I also had a ball near that time that was just off board. (Happends around 56min. You can clearly see in from my side that he has some floating balls, but when you look at him, he doesn't.)
Sorry for the long replay haha. I wish there was a x16 speed or something to pre-load the replay and jump in it haha.
Are you planning on making some different kind of gamemode and a menu to select, for example: classic, where there are not special item or units or banelings. The gamemode like it is right now with specials, and new ones such as a timed gamemode like every 30sec it adds a row and slowly beeing faster, 29sec, 25sec, 15sec, 10sec... etc until the last survivor. There could be so many kind of gamemode, imagination is the limit! =P
Oh and, small thing, I think you could add a number over the button of the special units to show their energy cost so you don't need to mouse over them to know how much exacly they cost. I think the best thing for this game is 1: to keep the mouse on the board all the time the most possible, 2: everything is playable with only the mouse. Like the Photon Cycle by JademusSreg; only a mouse game. So, having to mouse over to get information is not opitimal I would say. ;)
And are you planning on adding an Help or something to explain what everything does. For example the special items spawning on the board, what they do, how they work, etc. A new player would not know. Maybe something also about the life count... you mostly don't pay attention to that place where the life icon shows.
And what about the loading screen? If it's not done yet, I suggest you doing something around 1024x768 with borders fading transparent. I think these usually look bettter on every screen resolutions than full picture that are either too big or too small with no fading borders... And if you need help about it, feel free to ask. I could probably try something with photoshop... no idea what at the moment haha.
(I know everything doesn't folow up... I'm just editing...post...read...Oh new idea...edit...post...read, oh new idea...etc) About the general gameplay, I think you still have to modify a couple things... It's really hard to point out something that really doesn't work, but... for example, the bouce on the walls are really hard (harder than previous version). Many moves are impossible. For example, you're in trouble, you got a free space over your bane but on eatch side there is a ball, actually you cannot shoot on the bottom line, either it will stick under those or it will bounce on the wall and come back but not high enough to stick aside the balls. It's a lose lose situation if you don't have specials. I think you should be able to shoot on every places of the bottom line even if there are one or two balls in your way. The bounce angle should be higher. And I'm not alone to think that, even in the Reviews there is a comment speaking about the bounce mechanic not beeing the best at all.
@Scbroodsc2: Go
Lots of changes in the pipeline! I haven't had as much time lately to dedicate to the current patch, but I'm planning for a launch of this patch to be this weekend. The patch notes so far are at the bottom of this post. All of those are implemented except I am current working on more of the "various cosmetic changes." I've already planned to add in the clickable music button also.
The Ultralisk not rewarding points was intended because of how one could clear a board if wanted. As you'll see in the notes below, I'm changing up the Ultralisk a bit. In addition, any units it tramples will still not grant points, but any units dropped can. This put together with the cap on energy gain per turn should resolve the OP issue.
With the energy cap mentioned above, I don't think there will be an issue any longer. I also don't think that players can effectively set up their units so easily to get such high rewards in a multiplayer game. Receiving trash can hinder that fairly well imo.
After this next patch, I will begin promoting some more like I did for the initial alpha launch and hopefully I can get players back in again :)
This will probably be the last 'major' patch for a while. Not to say I won't be updating on a regular basis, but my focus will really be on polishing what I have out there right now.
Patch .09 (So far):
Anything new recently? Just played a little... alone cause no one plays :( And well... there are some strategies pretty effective that make the game last endlessly if you don't fail to aim.
But first about, I've found a bug. The Ultralisk is not rewarding points for balls killed like the bomb does. So either the bomb should not reward points or the Ultralisk should reward some.
Also, the same way you've made the special units a clickable button, you could make the Mute music a clickable button. (But prevent also from casting a ball while you click it haha)
However, I think they should not reward points because this makes the bomb OP... The proof is my print screen with 12 500 000 points.
There are two strategies with the bomb that are really effective. (I was using the extra energy baneling)
First one is to kill a maximum number of balls. Might seems stupid, but if you fill all the little holes around the place you want to shoot, you will be able to cast another bomb right after. See print screens to know how to place them.
Second one is to use the bom to drop a massive amount of balls that you've placed to do that. See the print screen too. I know this is not something you can do much about it, but it's really (maybe too much) effective. I wonder how good it would be if it was a smaller explosion. This would prevent spamming them but they would still be very effective.
I'm using my phone so I can't write a lot of detail but I just wanted to address a couple of things. Firstly, thank you again for your great feedback! Secondly, a few of those bugs were already on my radar and I have some ideas in mind to fix them. I'm also going to be going through a lot of the code and cleaning it up and optimizing so things work more smoothly for players (like the lag from some drops or receiving trash for instance). I will definitely take a look at those other bugs and get those fixed as well :)
I think I'm at the point where a pot of the basics of all the functions I wanted implemented are implemented so from here on out I will be shifting focus from trying to implement new things, to polishing, balancing and tweaking existing mechanics. Things like AI, single player (an official one) and other game modes are on the back burner for now. By no means do I think I'm close to finished, just be expecting some interface and current function overhauls before any new major features (possible new banelings and special units excluded)
Some of my plans:
Any other ideas are welcome!
Hi there I'm back and just analysed my replay... "Tu as du pain sur la planche" Haha. (French expression to say: you got work to do). By the way, if you eventually want to do a french version of your map, or even in it, add a french / english option (or even more language if you find otehr people) I could translate for french.
So, the game I played yesterday had a couple of issues in it. I'm going to leave you the replay and the timing where the issues happend. I won't do a video for all of them.
General issue:
Bug:
I'm going to play a couple more games and see if there a more ;)
Oh and:
I don't think this was really and issue, was it? I'm confusing more often the Mothership with the Warp prism cause they are both turning on themself and their colors are pretty similar.
Great, some interesting stuff coming. But right now I'm bored and almost sleeping in front of my comp so I'll go sleep. But I want you to know that I'll probably play a couple games and come back with a couple bugs or issues... I've played one tonight and there were a couple things weird. Anyway, see ya soon.
Thanks for the feedback again :)
New version .07 released today!
Version .07
- Players who won the overall match should now always come out with a positive rating change, no matter how close the match was.
- Fixed an issue where some of the mini-boards would appear slightly off screen.
- Fixed an issue where sometimes more trash was being sent than intended.
- Increased rate at which energy is acquired.
- Fixed an issue where the Practice Round announcement was getting cut off.
- Changed Mothership color to be further from Archon.
- Fixed an issue where players would sometimes lose when a row is inserted at the top of the screen.
- Special units can now be selected by clicking on their icons.
- Ultralisk can no longer bounce off of walls to prevent it from being able to clear the whole board.
Special Layout Units!
Special Banelings!
Ok, so after a couple days in Minecraft I came back to your game and played a little. I've re-tested all the weapons and founded a new bug. Look at the video.