Totally retro-oriented. Challenging gameplay rocks and pixels are beautiful!
Huenison has just been nominated for the Indies Crash E3 competition, so now it needs votes!It's late, as the competition started a while ago and will end on May 15th, but it's still possible to make it to the top of the chart with just 500 votes.If you think Huenison deserves it, please vote and share ;) Thank you!
What a pleasure when you get competent and insightful reviews!
The game isn't out yet (lots of work needs to be done on the website, manual, package art and trailer, and I have also to decide whether to wait for when I'll have a working AmigaOS machine again so that I can release that version at the same time as well), but, as already announced, it's complete, so I gladly let RGCD's boss have a look at it. If you want to learn more about the game, just head over to his nice review at Rgcd.co.uk.
*** HUENISON IS FINISHED ***
With this update I have the big pleasure of announcing that Huenison is basically ready for release :)
When and how that will happen is yet to be decided, but the game is ready since this January.
These are the changes since the previous post...
For the occasion, here's a couple of new screenshots in round 3x dots mode.
During the month of October Huenison has matured into what I consider the first releasable version: it's complete, fully enjoyable and more finger/mind-breaking than ever! However, I'm not releasing it just yet because I have some pixels and ideas left ;)
Let's have a closer look at what has changed (in no particular order)...
Since all the blabbering above will probably sound vague in several places, here are a few screenshots...
In this mode you'll have to deal with avalanches of bricks!
Fully-lit status panel
This is just to give an idea, as not all of those indicators can actually appear at the same time. The HIT STREAK bonus indicator is not shown because the screenshot was taken before its implementation. In this screenshot it's also possible to see the bigger cannon and the "ghost" bricks in the background.
A little bit old, but why not sharing it?
Huenison development proceeds at full steam!
Most of the sound effects that were missing have been added. Several of them are speech samples synthesized with Software Automatic Mouth (a program from 1982!) running on an emulated C64! The result, in the context of the game, is just perfect - so perfect that I've used the samples to give the game a (wicked!) personality!
[C64 screen showing the phonetic strings I fed to SAM and the post-processed "game over" sample (which, eventually, was replaced by something totally different, but that's another story...]
Implemented bricks families/representatives that not only give a visual representation of the bricks in play (handy when you want to check if there's a certain piece somewhere), but are also fundamental to add a new twist to the gameplay (primary reason of their implementation).
[actual in-game screenshot]
Moreover, although it's the typical game that doesn't need one, Huenison has now also a little introduction (whose audio part will warm the hearts of many)!
[introduction temporary text]
Finally, there have been lots of improvements here and there to make the game more and more polished.
Development pace went up lately - and it shows! And you'll be able to see with your eyes, hear with your own ears and play with your own hands at the Play Expo in Manchester in a couple of weeks - just search for RGCD's booth ;)
[preliminary version of the menu music]
These are the latest changes:
* finished music - all tunes and jingles are in place now;
* added the first sound effects;
* ensured that the "8-balls" bricks, when relocated by the first hit, never merge with the ground;
* removed training levels and made pieces kinds appear progressively in the first regular levels;
* implemented hiscores;
* added cyclical messages to menu screen in pinball display fashion;
* made menu more user-friendly;
* changed handling of pause/quitting/focus - now everything is done from a single screen, and the player can always restart comfortably;
* made tons of internal improvements;
* fixed a few bugs.
Again several months passed without news, but the development hasn't stopped: it's just that I've been too busy with life and a number of other projects (QUOD INIT EXIT, which is about to be published on cart for the C64, being one of them).
Since the last update:
I've had some new ideas that will make the gameplay even cooler. But you'll hear about them with the next update. Stay tuned.
Another long delay since the last update, but work, albeit a bit slowly, goes on...
1. Reworked cannon graphics to show all colors (this enriches the gameplay a lot).
2. Made in-game music level-specific (plenty of chiptunes are planned for the final version).
3. Added first chiptune for normal levels and chiptune for RUSH mode levels.
4. Added configurable dot-matrix modes (2x2 square, 3x3 square and 3x3 round).
5. Moved tutorials from the levels sequence to an own, freely-startable sequence.
6. Replaced transition effect with 2 variants of a rotzooming & fading effect.
7. Added logo.
Screenshot in the 2x2 square mode showing the new cannon (it might look weird/stupid, but it's incredibly functional... and after a while it also starts looking nice!).
After a headlong series of updates, a sudden and lengthy pause might have led you to think that Huenison was dead... but, luckily, reality is different! I "just" got a new job, moved country and started a new life, so development suffered quite a lot from this, but the game remained alive and, indeed, even grew. The game - as one of my betatesters reported - tastes like it's approaching the finalization.
The major changes visible from outside are:
* addition of a new special mode called "RUSH" (joins the "STORM" and "BOSS" modes);
* addition of introductory levels, to let the player come to grips with the mechanics of the game;
* redefinition of the levels sequence/parameters, for a better feeling of progress, discovery and variety;
* addition of the first original music piece;
* addition of special graphic bars for the various countdowns.
Now the question is: when the next update? I dunno. The next step is adding lots of other tunes, but I want to do that only when seriously inspired...