Droplets is a game currently in development that is specifically targeting the mobile market. Even though it’s targeting the mobile market, it is also being designed to allow for easy transitioning to a select few non-mobile markets.
You play droplets by tilting your mobile device. As you tilt your mobile device, your droplet will move left or right on the screen. The speed that the droplet moves is directly affected by how far you tilt your device. As you play the game, the droplet will fall continuously. It is your job to keep it from colliding with obstacles which would end your game. As you fall you can pick up other droplets to increase the size and falling speed of the droplet. If you feel like you need to slow down, you can tap the screen to shed some of the excess water.
Droplets can be downloaded from Google Play here.
If you have any issues, or notice something wrong, please let me know by posting about it in the Issue Tracker
Droplets has been completely overhauled. I’ve gotten rid of the crappy background graphics, and replaced all artwork with 3D models. You’ll also find those same models being used to provide some activity in the background to give the game a little more depth.
This update has actually been out for a while, I’ve just been neglecting to post about it here. To be honest, I kind of forgot to post about it here.
I do have additional features that I’d like to add into the game, but those will have to wait until the game has a bit more attention. Its really just not worth it to add new features right now, when the game isn’t really being played all that much.
We’ve finally taken the plunge, and released Droplets on the Amazon App Store. What this means is that you can now install Droplets on Amazon devices like the Kindle Fire HD. We’re very excited about this, and were pleasantly surprised to find out that it did not cost us any extra to submit our app to Amazon.
While I’ve been happy with the game-play elements of Droplets, I’ve always felt that the graphics just weren’t up to par with my expectations. I’ve been mulling over this for a long time trying to come up with an idea for the graphics that I think might work. I believe that I’ve finally nailed down the artistic theme that I want to go with.
I’ve written up a project proposal and presented it to a couple of artists for them to bid on the project. If you happen to be an artist, are able to create pixel style graphics, and are interested, send me an email and I’ll give you the proposal as well. You can check out the Project Proposal. If you want to submit a bid for the project, please email it to me at Magius96@CupCodeGamers.com.
As you can tell, I am going with a pixelated style of graphics. This means that I will be removing all of the current graphics in the game, including those high def photographs that are currently being displayed in the background of the game. I really don’t know what I was thinking about by using those, it looks so amateur to me. Those photographs will be replaced by a dynamic, animated background that matches the theme of the overall game, and I do believe that will look a lot better.
Also as part of this redraw project, I am planning on adding a few new features, and these are detailed in the project proposal. I plan to add some birds to the game. Now, as you are falling lazily from the sky avoiding those oh-so-easy to avoid clouds, you will also have to avoid our fine feathered friends as they make their migratory flights, or whatever they are doing. Pay attention, as these feathered menaces will be occasionally flying from one side of your screen to the other, though because you are falling, they will appear to be flying up at an angle. But if you pay close attention, you’ll notice they don’t really change altitude in comparison to the clouds.
The game has been lacking any kind of goal, so I’m gonna add one. After this project is completed, you will notice the color of the background gradually change as you fall out of the sky. This is because you are quickly approaching this huge rock that we call a planet, and if you aren’t careful, you will find yourself splattered all over a rock, or a blade of grass. Somewhere on that rock there is a water puddle, and that’s where you want to land. Land in the puddle or not, the game is over either way, but landing in the puddle will earn you a point multiplier that can make it that much harder for your friends to beat your score.
Finally, if you’ve read the project proposal, then you may have caught a hint of the next project. Or maybe, you haven’t read the proposal but have been monitoring the Trello Board. I’m going to go ahead and confirm this hint. Once the Droplets Redrawn Project is completed and all new features are in place and working, I plan to begin working on Droplets 3D.
Droplets 3D will be essentially the same game, but played in a 3D perspective. You will be looking down towards the ground with a 1st or 3rd person camera, so you can see from the eyes of the droplet, or looking down over it’s shoulder (or whatever you want to call it). In Droplets 3D, you will see the clouds rushing up at you as you tilt your device to move in four direction. Yet again, you will be able to collect other droplets for more points and to become larger, as well as tap the screen to shed some extra water and slow down. 3D birds will fly through the scene, and eventually, you will attempt to land in a puddle on a 3D landscape. In short, the only expected difference there will be between the two games is 2D versus 3D.
Droplets has finally been released on the Google Play store for android consumption. Initially the game was developed using GameMaker Master edition, but upon completion it wouldn’t run on most devices. Now, Droplets has been rebuilt from the ground up using Unity, and has been tested to work on multiple android devices. Droplets is being released as a free, ad supported game. You can find Droplets using this link:
A long while back I started developing Droplets using Game Maker Master edition. In the process of testing the game I soon discovered that the game would be unplayable a large portion of Android devices. I tried, and tried to adjust the game so that it would be playable, but nothing worked. The problem was not with my code, it was with Game Maker itself. More specifically, because I was using certain features in Game Maker, it was raising the minimum Android version that could play the game. The problem here was that those features are actually useable in almost every version of Android, and were integral to the game itself.
Since then, development on Droplets came to a screeching halt. There was no need to continue developing the game if it wasn’t going to be able to be played on any except the most recent devices. Well, as of this moment, I am revisiting Droplets using a different toolkit. I wanted to use FlatRedBall, however that would require a license for Xamarin, which costs money that I just don’t have. Since I couldn’t use FlatRedBall, I have opted to rebuild the game using Unity. As of this point, I have already reimplemented a large portion of the game, and have successfully tested it using various Android devices, including a version 1 Kindle Fire.
This means that I should be able to finally finish and publish the game to the Google Play store. I plan on paying the dev fee to Google soon, so now I just have to finally complete the game.
The Kickstarter campaign failed miserably. I blame that on myself entirely. I should have done much better with the video. I should have done a lot better writing the game’s description. I should have been a lot more active in advertising the Kickstarter Campaign. Either way, there is a lot for me to learn from this failure.
Now that it has failed, I’m actually kind of glad that it did. This allows me to take my time with developing it further since I am no longer bound by a self imposed timeline that I set forth in Kickstarter. I’m also glad because I’ve found a major issue with the development tools that I will have to work on and test out further. When I build the game install it on a newer Android device, it works great! However, if I try to install it onto an older device, like my 1st Generation Kindle Fire, the game crashes as soon as it starts. At this point I haven’t yet determined if that is because of my code, or if its a problem with my development tools. In full disclosure, I’m using Game Maker Studio Professional to build this game, and I suspect that I won’t be able to produce any titles for the older Android devices using it. I will be doing some rudimentary testing tonight to see if this is the case.
If it is the case, I don’t know what I’m going to do about it yet. I don’t relish the idea of releasing Droplets only for newer devices, as that kind of limits the total market. I’m a bit loathe to rewrite the game in Java, and I’m also not feeling the idea of paying for other development tools. (I did pay nearly $800 for Game Maker.)
As soon as I’ve done more testing to determine what the exact problem really is, I’ll post back to let you know.
Basic experimentation shows that Game Maker is capable of compiling a game that can be run on my 1st gen Kindle Fire. This is good because it means that I was wrong in my suspicions and will be able to develop my game for most of the Android systems currently on the market or in use. Unfortunately this also means that there is something wrong with Droplets that prevents it from being loaded on other systems. I would say that its not working on systems that it wasn’t previously installed on, but I already know that to be wrong. My wife has it installed on her phone, and even installed it on her mother’s phone too. In both cases the game loads like its supposed to. This makes me think that maybe some of my startup code is not compatible with some older devices.
As much as I may not like it, I have to face the facts. There are less than 11 days left in the Kickstarter campaign and there are only two backers to the project. The campaign video has been viewed nearly 300 times. Statistically this campaign is doomed to failure.
While I still hold out hope that it may fund in the last few minutes, I still have to begin planning for what will happen if it does fail. That is what this post is all about.
Even if the campaign does fail, this game will still get developed, and will eventually make it onto the Google marketplace. The game may come out later than I initially planned, since it will take me a bit longer to save up the money to pay for the graphical and audio assets.
So the question you may be asking now is, if we know the game will probably fail on Kickstarter, what reason is there for you to back the project now? Well, even if the Kickstarter fails, you will still be allowed to submit fortune cookie messages to be displayed on the title screen.
To submit your fortune messages, simply submit then through the Kickstarter Comments. For every $1 that you pledge, you can offer up one fortune message in addition to the amount that your pledge level allows. For instance, if you decide to pledge $10, you can submit a total of 20 fortune cookie messages, that is 10 from your backer level, and 1 more for every dollar you pledged.
A few days ago I showed Droplets to one of the artists that I’m enlisting to help redraw all of the graphics. He’s very excited to be working with me on this, and really seemed to enjoy the game in it’s current pre-alpha state. He did make one suggestion however, that I add the ability for you to post your high scores to Facebook.
I’m pleased to announce that after several hours of development and testing, I was able to get the necessary Facebook integration working. While it’s still under construction it did allow me to post a high score to facebook.
I’ve also added the ability for you to choose what song should be playing while you are in the game. You can also set it to play the songs randomly, which is the default. I further streamlined this code to prevent the game from playing the same song twice in a row in the game screen.
I don’t have any official music yet, however I have installed some sample music and setup the random track selection. We now have an options screen where you can adjust the volume of sounds and music separately. I also added a high score screen, and got it to load and save the scores in a file. Finally, I added the ability to load and save your selections on the options screen