Posts Tagged ‘background’

Video : Dynamic level demo and background effect update

Tuesday, February 23rd, 2010

The development of Spring Up XNA has been going pretty well last week.

Here is a new video, please note that it is still not the final art, just placeholders for now :

You can see the following:

  • New ways of using the physics engine in the levels (joints, gravity…)
  • Small improvements on the background : slight halo around targets, bloom reacting to matches, especially when hitting sparkling balls (the sparkling balls are part of a modification of gameplay from Spring Up PC/Mac. I will talk about it later. This is also the reason I cropped the borders of the video ;) ).
  • New particle effects (code in place, art also not final)

These days, I also implemented the sound effects (I just recoded the wavs available in the original version), improved the level editor, added many types of objects (bumpers, shrinkable balls, motors, splines…), added player score with statistics…

Globally, it’s going well, but I am having difficulties in level design. I find it very hard to innovate in each level but I still have a few interesting level prototypes in place.

Hope you like it!

Spring Up! XNA : first try at background effects

Wednesday, January 20th, 2010

I spend some time trying to create an interesting visual effect in the background of Spring Up! XNA. The backgrounds of the PC/Mac versions are not really nice. I tried to do something more abstract and animated depending on the flow of the game. Geometry Wars 1 and 2 did a very good job at that. While trying to develop an effect, I came up with many different results. I uploaded a video of one of this effect (you can see it in full res here).

Of course, feedback is very much welcomed (negative, positive, ideas…).
I personally have some concerns about a few things:

  • Black background, is it too simple?
  • When background is colorful, I think the player might not see the “real game” because it attracts the eye.
  • Colors are a bit too much “programmer art”. I made also some black and white tries that were nice too.

I have many variables available to tune this effect and each one of them really changes the final result. Basically, the algorithm here is a grid of particles that are animated and lit depending on the velocity and position of the moving elements around them.

I will also probably add thin trails behind objects. For boxes, I will try to attach multiple trails to  every corner.

I also have a bloom effect I did for fun before starting this project, I might try to add it in Spring Up!, probably on the trails, maybe on the background too.