Block Monster Update

Hello everyone,

Since a month ago we have gotten a lot accomplished.  If you weren’t at the OGDA meeting this February, we showed off a pre alpha level that showed our interesting gameplay and mechanics. We haven’t yet incorporated all of the story elements and a couple other mechanics (which we got an ear full of), into our game, which we will. The main mechanics include having the kid blocks line up in an area for you to jump up onto them and hitting certain enemies then turning them into a block that you can push and move to help you get up to other block.  But to show you what you missed:

Now that we have a successful working pre alpha level, it is thrusting us forward to be building more.  At this point in game development we do have most basic programming done so that we can be focusing on putting levels together all while implementing new mechanics at the same time.  We also have are concept art done for most all objects so that we can again show a basic visualization of each level. 

For further development in the next couple of months, we plan to be working on facial expressions of blocks along with eye movement.  With this being developed we will then be able to add feeling and emotion to our gameplay.

We are excited here at KillSmile that our development is on its way and things are getting done quickly.  Tyler is constantly drawing, coming up with crazy ideas all while perfecting the ones we have.  His creative mind is always working even when he isn’t working on the game.  He comes to the meetings with great enthusiasm and ideas.

Lucas is busy working on programming all aspects of the game and levels, then putting all the levels together.  It’s a long process to get everything programmed and put together but the end result is looking pretty great.  We hope to have more and more levels get put together within the next couple months to show more and more.

That’s all for now

KillSmile Studio

What we been up to lately

Hello everybody,

So we haven’t posted since last year so figure now is a good time to do that.  To start off in December of last year the studio is OFFICIAL!! In the post before this we had mentioned about the game block monsters that were created in the 12 hour game jam, games++.  Now we are officially working on the finished more enhanced version of the game.

Since games++ we have been developing the game further.  We are officially working on block monsters to release to the public.  It will be a fun and exciting process along the way.  Not much more to say, we will update everyone as we go on the progress of the game.

When the game is released it will be available from the apple app store as well as a PC version.   Once that is released we will also look into making it available on the android market. Well that is all for now, check back for exciting news on our current game, Block Monsters

KillSmile Studios

The starting of us and games++

On November 4th 2011, we traveled to Lincoln, NE to participate in games++ at Drift Station Gallery.  This was a 12 hour event in which we had to design and build a working game.  At this event teams could either build digital or analog games.  They had HTML5 to crazy illusion computer games from the digital side.  The analogs were pretty fascinating, including a whole wall used as the game board. 

Then that brings us to ours.  We at first hoped to have a “theme” to the event, but then it ended up to just make a game.  So Tyler has his great moments of thinking of random game ideas.  When he threw the ideas for it, it was pretty much an easy YES! and settled for Block Monsters.  With the idea settle, after (about 15 minutes might I add which gave us huge amount of time) we started the design.

Tyler did the art for everything with all the blocks and even the character.  As well he quickly create oh about 10 to 14 level designs to build.  With the amount and the time we had, it seemed easy we would have a simple built game…..except for the draw backs that came.

Most of the draw backs came from the programming side (as they always do).  Lucas was in charge of programming and actually building the levels using the Unity game engine.  The engine’s ease of use and all the example projects with scripts helped get the game rolling quickly to its finishing point.

There were problems that didn’t matter too much, like the colliders with the character.  Then also the blocks like to move slowly.  All and all the game turned out pretty nice especially for 12 HOURS!!!  It came down to the last 30 seconds before it was over with a final built project.  its proves the lesson to PLAY TEST even with a 12 hour game, ha.

For a playable version of Block Monsters go HERE.  You do need the Unity Web Player to play this game.  Unless you have Chrome, it is already supported.  We also have a post-mortem video HERE that was recorded, low sound so turn it up.

That’s all for now, more exciting news to come..

KillSmile

First Post!!!!

We are KillSmile Studios. We are a small indie video game company created by Tyler White and Lucas Hartman. Later on we will give some back story and maybe tell you what we are working on….I said maybe…For now you will be satisfied with this post because it’s our first.