Quite a lot has happened since the previous development entry and our March “goal” has since passed. We’d like to fill you in on our progress thus far on Blitz Block Robo.
First and most noticeably is that the game has received a visual overhaul, mind you the graphics shown previously was from an early alpha state, but we think the game really pops out more with the recent graphical update.
While the game has received lots of attention in terms of adding / refining gameplay elements, our biggest focus (and problem) has been the actual controls. Touch controls, especially for what we are doing, can be very finicky. We want to ensure the touch / drag elements, which are the essential core gameplay, are really tight and never flaw on the player. We’ve been dedicating lots of development lately to refining this issue to ensure the game never faults the player. There are many things to take into consideration, all the various iOS and Android devices, their screens, many formulas and logic has to be coded in order to live up to our expectations and make this game feel great.
We could have easily half-assed the project, released it already with the old control system, making players just deal with the problems when they occured, but we wanted to make this an excellent experience even if this means a small delay to ensure a quality end product. We truly believe we have something very fun and engaging, so it’s not our standard to cut corners for the sake getting it out there sooner.
Most of the game is complete, getting plenty of exuberant feedback from testers who have been a critical part of making this game balanced for players of all skill levels.
Hope you enjoyed this update. As for a release, we did state March in our previous blog (which we’ve obviously missed). At this point, we will just say “when it’s done” which just happens to be very soon. If you would like to learn more about our game development, follow us on Twitter, Facebook, and G+ to get the latest information.
Blitz Block Robo is making some stellar progress lately. This past week, we’ve started some closed testing to get feedback on the gameplay mechanics and we’ve obtained some great ideas that we’ve implemented, we feel it adds much needed enhancements, most notably is an update to the visual style. We’re still working out some kinks, lots of polish to do still, and most importantly, test.
Last night, we went to a local pub to celebrate a few birthdays, while there, we set BBR loose and let other people have a go at it for the first time. Even with an old build, it was a huge success of the night, even before the inebriation kicked in. More updates soon!
Since the release of infinite on Android, some users have been experience the odd error or two, while it did not overly common, we set out swiftly to correct the issue. You can currently download infinite 1.1 off Google Play now and this solves every reported issue. The game should be silky smooth now! We hope it did not ruin anyone’s experience with the game.
Update: 1.15 has been submitted and resolves the Prime+ issue that occurs on certain Android devices.
Thanks to our composer Marius of Mathazzar Studios, he has kindly crafted a new track which is included in the newest Android 1.1 update. We have also included this new track in both infinite (1.3.2) and infinite: prime (1.1) and should be available first week of March for iOS users.
Until then, you can listen to the new track right here if you want to spoil it:
We are very pleased to announce our newest game Blitz Block Robo! Our latest venture takes us into the puzzle game realm where we’ve painstakingly crafted a unique gameplay mechanic that makes the game stand out from the plethora of existing puzzle games out there, which was really hard to make you know. Blitz Block Robo focuses on a block sliding mechanic in order to make colour matches, the more your match up in a selection, the bigger combo you create, you’re not restricted to the conventional “match 3″. The gameplay is very simple, yet adapts to your style, ensuring you’re always provided with a challenge.
While what you see is not final yet, development is going very quickly and we’re working hard to ensure we produce this title to the high quality standard that Nexus presents. We’re working with the great talent of Marius Malasar, whom previously composed the outstanding score to infinite, to produce yet again, a killer soundtrack.
Currently development is on track and we should expect to release sometime in March for both iOS and Android universal.
That’s right, we’ve been slowly cooking away at the Android version of infinite. The process was not easy as we did not initially plan to bring the game to Android, so most of the structure of the game was designed around iOS. We managed to clean it up and get it running nicely, so we hope you enjoy.
We tried to get the game running on as many Android devices as possible, so keep in mind, we do strongly recommend more recent hardware for best performance. Infinite has also been updated for iOS to version 1.3.1. It includes some fixes to bugs that users submitted.
You may have noticed, we’ve been tweeting about a new piece of hardware we recently showed up on the office; the OUYA (if you’re not familiar with this new game console, check it out). We were sent an early prototype dev console this week, so we’ve been tinkering around with the hardware, seeing what we can do.
Since we have great experience with the Corona SDK (the engine used to create infinite), we were asked by the OUYA team if we can help write some documentation to assist those who use the engine, to port / develop their game more efficiently since Corona itself does not (may not?) support the OUYA. We have an on-going list we put up on the OUYA dev forums that you can check out here. We’ve been updating the thread with new content, however, there is only so much we can do since the engine is very limiting and a closed environment.
We have some idea’s for projects we would like to develop on OUYA, we can’t confirm anything now, but it’s something we’re very interested in.
We’re happy to announce that we are officially licensed developers for Android! We’ve had so many requests from users asking to develop on Android and it has been a venue that we’ve been looking into for sometime now. While I cannot state currently what we have in development for Android, I can say that we do have some very awesome plans for the OS and we’ll be sharing that with all of you soon.
The latest update to both infinite is currently available to download. infinite: prime 1.05 is currently in review and should be available later this evening. Here is the change log to both games.
infinite 1.3 change log:
-Added new “Zen” mode. Highly requested by users, a laid back, planet building mode with no enemies to worry about.
-Adjusted menu text so the tutorial is more visible on the main menu for new players.
-Minor big fixes.
infinite: prime 1.05 change log:
-Corrected issue with Game Center leaderboard connection.
-Adjusted menu text so the tutorial is more visible on the main menu for new players.
-Minor bug fixes.
infinite: prime 1.05 is now available!
infinite: prime is the free lite (demo) alternative to our recently released game, infinite. The lite version contains the entire ‘prime’ game mode with no pesky IAP (in-app purchases) or annoying pop-up ads. If you enjoy infinite: prime, then we highly recommend purchasing the full version for more game modes, unlockables, and more. We hope you enjoy the game!
Seasons greetings everyone! We got some news to share with you this month. While we are hard at work on our next few games (yes, multiple projects at once), we’ve worked on a new update to infinite. Version 1.2 has been submitted and features some gameplay balancing based on user feedback, the pacing feels smoother now and should be accessible to more users. We’ve also included a new “brush” theme that we’ve already made unlocked for all users, a little gift from us. In addition to the usual bug fixes and other code enhancements, we’ve also updated the icon to be a bit more vibrant.
We constructed a variation of infinite, entitled “infinite: prime”. This is a fully FREE, lite alternative of infinite. It contains the entire prime mode with Game Center leaderboards and is entirely ad free! We ask that if you really enjoy infinite: prime, that you pay the minor amount to purchase the full version which is chalked full of more content and game modes.
Both infinite 1.2 and infinite: prime have been submitted to the App Store, however with the holiday freeze starting next week (App Store access closes for developers for a week), we do not have a set date just yet. We’ll be updating the blog and our twitter as usual with new information as we find out.
Until then, hope everyone has a happy holiday!
infinite 1.2 is now available to download, enjoy!