Polishing Up Brickout

Hey what’s up!

The gameplay is pretty much done. Now it’s time to start polishing up the mechanics and effects. The next steps are:

– Adding particles to broken bricks (This means learning how to use Phaser’s particle system. Cool!)
– Adding a screen flash to bomb explosions. In addition to the a screen tremor, let’s add some impact to those bombs. (User of Phaser’s Graphics – draw primitives, specifically, the rectangle)
– Saver blocks appear gradually instead of all at once (Use of Phaser’s Timer system)
– Adding labels that say what power up item was just collected
– Adding particles to broken saver blocks
– When bricks are cleared with Color Match or Color Blast:
a) gradually destroy the blocks instead of all at once
b) add a screen tremor effect
c) add sound effect (different from the normal brick breaking)
– When serving the ball into play, give the player more control over where it goes. I plan on “sliding” the ball across the paddle, thus giving the player the opportunity to “aim” the ball. Check out this video:

– Adding game over when all lives (balls) are lost.

That should do it. After this, I’ll add a few more levels, and play around with balancing the items (rates of occurrence, duration and intensity of effects, and such [for game balance/feedback purposes]), do a bit more play-testing, then that should be it.

Almost there guys! Thanks for staying tuned, and comment if you’ve any questions on anything.

And for the record, yes, the game will be freely available to play on the site, as well as the source code being released.

Take care,

– C. out.