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The beginning

by Cardek on Sat May 07, 2011 10:58 pm


I started working on Ballistic Bonbon in August 2009. At this moment, I was working on another game project and I didn't know it will become a complete game. I played with a DX Studio document called Catapult -credit to its author for the basic concept-. I don't remember where it comes from, either a thread on the forum or a demo in the library. Maybe a reader can find it out. I'm not event sure the original document name is actually Catapult.
Image

I then hacked the document to add physics and obstacles to the ball, as well as experimenting the various graphics effects of the engine. That was actually quite fun to shoot boxes* and avoid the moving walls. That was it for the time being. I didn't think I'll go on with this. Here is a screen of the work at this time. *This will be reused in future levels.
Image

This also was the time of the DX summer contest, the last DX Studio contest in date. I was experimenting the engine and decided to present a document that wasn't a game, just for fun.
Looking for Ryu (the result was far from my expectations, but I only started 15 days before the deadline)

After the competition, in September 2009, I restarted working on the catapult document and decided to make a little game based on that concept. That was the real start of the project. It was in no way supposed to be as elaborated as it is now, and the release date was expected only 3 months later on. There was just one cannon type and one ball type. I just constantly added features to it day by day, and realized it could be a complete game with a lot of gameplay ideas to be explored. To be continued.

cron