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smashhit2game · 3 years
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Welcome!
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Welcome to the development blog of Smash Hit 2! Here you can see monthly progress updates for the game and occasionally some other posts about the game.
In a nutshell, the game is a 3D arcade about a player with the ability to throw balls.
I currently plan to include 26 checkpoints, and spread them across more than 75 different rooms. There’s also a heavy focus on things affected by physics. A lot of the objects in the game checkpoint can be moved around to (for example) protect the player from glass bars and other hazards or to transport the player quickly across the level. Some of this might change.
The game will have a minimalistic style and lighting similar to Smash Hit.
At the moment there really isn’t a fake mod for the game, but I’ve got some ideas.
I’m going to publish the game free on the Google Play Store, and maybe later on the Apple App Store. I’ll probably release it for Windows, Mac and Linux as well.
To get the most recent news on the game, you should follow @gavindelanosmashhit on Instagram.
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smashhit2game · 3 years
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Start of Checkpoint 20
A Smash Hit checkpoint.
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It have to be seen!
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smashhit2game · 3 years
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New Obstacles
It has new obstacles!
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Also, there’s a new obstacle!
Not the obstacle in the image above, that’s the old new obstacle. I’m talking about the new new obstacle.
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This obstacle.
Left one is visible when the obstacle is being added, right one when it’s a colored wood. And before anyone asks: yes, the obstacle is vs_wall. And no, those objects are not final.
Rooms are being made at a pretty steady pace. After Tuesday (I know, very specific) that pace should increase since I’ll have more time to work on the game. Almost half of the rooms for Checkpoint 19 are complete, with only really three more rooms left that require a lot of work.
I’m not quite sure how long all this will take, but I’m expecting Checkpoint 19 to be done around early June. Considering how little time that leaves for Checkpoints 20 to 26, I might need to push either the “Core of All Rooms“ or “First Properly Playable Mobile Build“ milestones to July instead of June. But that’s still up in the air.
Who knows? I might invent a time machine and release the game yesterday.
See you again next week!
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smashhit2game · 3 years
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Start of Checkpoint 19
Plasmawario Stages!
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Sorry, The stone is yellow. I will make 5 stages with gray stone, with unused/local multiplayer music. I will give the theme.
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smashhit2game · 3 years
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Checkpoint 18 Has Been Completed!
That was pretty fast. Only took about 3 weeks!
Which is about 7 days faster than Checkpoint 17 and way faster than the 12 days it took to finish Checkpoint 16.
In case you missed yesterday’s Screenshot Saturday posts on Instagram: I revealed the last 2 obstacles.
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Reverse Glass Fans! Same as Glass Fans, but reversed.
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Suspended Boxes! It was used a ball joint at the glass bars, but box-shaped.
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Another screenshot with a laser moving. No refunds.
Since this is a pretty big milestone to pass, I’m going to take some time off working on the levels and focus on updating the XML system (the backbone of all the segments and such). Stuff like selecting multiple objects and editing multiple (compatible) objects at once is one of the things I have on my list.
See you again next week!
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smashhit2game · 3 years
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Checkpoint 17 Has Been Completed!
I took 12 days to finish the checkpoint.
There’s no extra “finishing up“ stage for this checkpoint. All the rooms, segments and such have been completed.
Tomorrow: Starting work on Checkpoint 18.
I’ve heard people say that it’ll be a very enlightening experience. Exceedingly luminous. Some might even use the word phosphorescent.
I’m just gonna go to bed.
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smashhit2game · 3 years
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Start of Checkpoint 17
Look who’s back!
Yeah, that’s right. It’s the swinging hammer from checkpoint 4! (just ignore the fact that it still has the old texture)
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Oh. And that glass bar too. That’s neat and all.
Yep, the thing of Checkpoint 17 is the old checkpoint 7. Originally planned to appear in checkpoint 19 (square-shaped), it has been swinged left (right?) the chain of levels due to an event that I like to call “I am blue“.
Its function is very similar to Smash Hit April-December 2013 builds. You still can’t see lasers and pools, only unused segments. The physics material has been changed to a more complicated one to make new soundtrack interesting and hearing a bit easier. Lasers and pools are still very much a thing as well.
See you again next week!
P.S: Don’t worry. The checkpoint is getting its theme early next week.
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smashhit2game · 3 years
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Monthly Progress Update - April 2021
This is the very first monthly progress update for Smash Hit 2. Here’s the current progress of the development:
Checkpoint 12 is complete.
Checkpoint 13 is also complete.
Work on Checkpoint 14 has been started.
Red crystals.
Falling glass cubes.
Prism crystals.
Swinging paintings.
Swinging crankshafts.
The code for segments are a nice segment.
1 new soundtrack, custom3.ogg.
Lowered gravity in stage 3.
The colored stone.
A functioning mobile version of the game.
A lot of playtesting.
Now, that’s a lot of stuff completed in just a month. Since pretty much all of the basic objects for the game are complete (crystals, obstacles, decals), the only thing to do now is to design and actually make all of the levels. Or maybe I’ll add more powerups/objects to the game later. Who knows?
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