Star Balloon – A challenging match-3 puzzle game

Today I want to tell you about the next project I’m about to release. I created a new game together with Silvia.

Star Balloon is a breath of fresh air in a sea of asset flip puzzle games. A challenging match-3 puzzle game in which you steer colorful balloons in real-time to clear a path for a special balloon that will bring free internet to the world.

Star Balloon includes familiar mechanics of match-3 games, but runs in real-time. Whether you take action or not, balloons keep going up, swinging left and right until you take control of them. Balloons are controlled by tapping on a pair of fans located at both sides of the screen. The control is a bit challenging at first because fans blow balloons in the opposite direction, but very rewarding after you get used to it.

The game starts after the balloons in a factory are accidentally released to the sky. Some of the released balloons use experimental technology that gives them exceptional properties. The most important one is the star balloon, part of an ambitious research project to provide free Internet to the entire world, but in order to do so, it must reach first the stratosphere. The goal of the player is to clear a path for the star balloon to get through and eventually reach the stratosphere. The other balloons will get stuck to the clouds, blocking the way for the star balloon so make progress, but some of the exceptional balloons will be useful to clear the path faster.

This is the first paid game we release. You can buy the game here. Until the launch in 2019-11-14 you can pre-register it in the same link.

If you want to learn more, head to https://starballoon.arumastudios.com, or leave me a comment.

Publicado en android, engineering, English, Uncategorized | Etiquetado , , | Deja un comentario

Quantum derail is now launched

Quantum Derail is my latest personal project, a point and click adventure game set in the near future in which you play as a policeman solving a physics related mystery. You can play online in your browser, without flash, for free!

You arrive at the police office to meet your boss and figure out what’s next. What’s next is the theft of the first quantum locomotive in the world from a company named Quantum Steam, based in New Palo Alto. You have been following that development since they made the first press release! The main suspect is the ex-lead scientist from the company who is known to be hiding in an abandoned station with his uncle. There is where the adventure really begins.

Play it on itch.io

Publicado en English | Etiquetado , , , | Deja un comentario

Creating an HTML5 game with Typescript and Redux

I spent a few months creating a short point&click adventure game that runs in the browser with HTML5 and canvas.

Two of the key technologies I decided to use are the Typescript language and the Redux library. I want to share some details of how I used them.

Seguir leyendo

Publicado en engineering, English | Etiquetado , , , , , , , , | 1 Comentario

How I made a 2D point&click adventure game with Blender

Background

I used Blender to create all the graphics in the game Quantum Derail. The game renders 2d images and sprites on HTML5 canvas, but I made these graphics by pre-rendering 3D geometry on Blender.

I had to figure out a number of things, and I thought I should share the workflow with others in case it is useful. Keep in mind that this is one of the many possible workflows, but it is one that has proven to work for me. This article will focus only on the workflow to produce the visuals for a point&click adventure game, not on the code needed to run the game. For the coding part I wrote a separate article.

Seguir leyendo

Publicado en English | Etiquetado , , , , , , , | 6 comentarios

Finalizing my new game: Quantum Derail

Logo
I’ve been working for the last 9 months on a new point&click adventure game. Actually, the work started already on 2016 when I spent a couple of months writing the script and designing the puzzles. However, creation of assets and code happened in 2017, and still continues.

I plan to write a couple of in-depth articles explaining the workflow to create assets and the core design of the engine (which I created myself). However, I want to share a couple of high level decisions I took during development and turned out to work quite well for me:

Seguir leyendo

Publicado en engineering, English | Etiquetado , , , , | Deja un comentario