▲ 15 r/AutomationGames+1 crossposts

I'm making a game about automating a fireworks factory.

I'm still working on our steampage and the demo for our coop automation game. Planned to release at the end of the year.

Feedback appreciated! :)

If you like the idea you can follow us here: r/CandleRocketBoom

u/SchingKen — 5 days ago

I love it when I can destroy things in games. So I made our trees interactive and destroyable.

In the game you build a fireworks factory to defend your base alone or with friends.

I started making this game alone last year after playing to much plateup with my friends. A few months ago a friend joined to make 3D art, level design and more. Then another friend joined who makes the 2D art and capsule.

We don't have a steam page yet, but if you are interested you can join our small sub r/CandleRocketBoom for updates. :)

u/SchingKen — 2 months ago

I tried to improve my interactive trees that react on explosion.

The entire thing took me some time, please tell me it's not garbage. lol

u/SchingKen — 2 months ago
▲ 58 r/CandleRocketBoom+2 crossposts

I used mpcs to feed location and strength into the shader. In there I calculate distance to object pivot and direction. Tried to animate the explosion with curves. How does it look?

u/SchingKen — 2 months ago

In my last game I used data tables for translation. I selected the right data table(s) + row at runtime. I mainly did that, because it was easy to implement and I could use Excel/Sheets to manage the tables.

Is that a bad solution? Should I have a look at the built-in localization and use that instead?

My current game doesn't have a lot of text (around 500 words in total).

reddit.com
u/SchingKen — 2 months ago
▲ 7 r/CandleRocketBoom+1 crossposts

We tried to make it more intuitive and easy to understand. Later in the game you combine the dynamites with other resources to make stronger weapons.

What do you think?

u/SchingKen — 2 months ago
▲ 12 r/CandleRocketBoom+1 crossposts

I'm trying to add more feel to the impacts. But I've been staring at them for so long that my brain is shaking even when the effect is turned off. lol. Help me out. Is this too much?

u/SchingKen — 3 months ago
▲ 125 r/CandleRocketBoom+1 crossposts

In the game you build a fireworks factory as living candle. If you like automation games check it out: r/CandleRocketBoom

u/SchingKen — 3 months ago
▲ 14 r/CandleRocketBoom+1 crossposts

The colors represent different grab distances. The red one has the longest range.
In the top left corner you can see two different splitters and the storage box.
And let me know if you can guess what each one of the others does. One of them is a miner and another casts components and resources into a rocket.

All handdrawn by an RI, a Real Illustrator. :P

u/SchingKen — 3 months ago
▲ 4 r/CandleRocketBoom+1 crossposts

The game is in a cartoony/comic style. We have a dedicated illustrator for the icons etc. He delivered a lot of those already and we now need to decide what overall style we want in the UI (frame, background, font etc.). We use it in all UI components as you can see in the screenshots.

There are two options on the table:

  1. Fade and noise textures, blur etc. to build a general style, Like in the screenshots -> Fast and clean

  2. Let our illustrator draw assets like comic book or paper -> A lot of work, but if executed well, could be awesome.

Additional thoughts:

- The light blue background gives the illustrations a nice contrast and makes them look very nice.

- There are 'color codes' for different menus. For example yellow for the day/money UI and turquoise for the shop. But we don't know if those are needed or helpful.

- We want to allocate ours illustrator's workpower to the important parts and if it's too complicated and doesn't hit the nail perfectly, it could be a huge waste of time.

So which approach would you take and why?

And if you think approach 1 is better, I'd appreciate every feedback or advice! :)

u/SchingKen — 4 months ago
▲ 705 r/CandleRocketBoom+1 crossposts

I shared the first batch of icons (machines at the bottom) recently and a lot of people seemed to like them. I showed our illustrator the feedback and he smiled almost as much as I did when I saw the icons for the first time. He appreciates the feedback and says thank you!

Now he finished another three icons. Only five more icons and we have all factory parts together.

And I'm so happy. :)

What do you think?

u/SchingKen — 4 months ago

Hey everyone!

When we started to show the game, we didn't expect to see this much interest so quickly. We’re already approaching 50 members, and all of this is a huge motivation boost for us.

Thank you for being here!

We want to give a permanent Founder Badge (User Flair) to the first 100 members of this sub. Since all of this is happening very fast, we don't have anything planned yet. But there will be something in the future. And you can show everyone that you were here first! :P

How to get your badge:

  1. Comment below with a suggestion for the badge name and an emoji! We were thinking of something like"🕯️ Founding Candle", but we want to hear your ideas. If you don't have another idea, just copy and reply to the comment that you like.

The most upvoted title will be selected at the end.

  1. OR: If you don't want to comment, you can DM one of us ( u/SchingKen, u/denadelight ) and we’ll get it assigned to you manually.

Note: Once we hit 100 members, the comments will be locked and the badge will be retired.

u/SchingKen — 4 months ago

For example multiple layers and islands. He also added a teleporter to reach other castle islands. Our grabbers are now capable of grabbing items from different heights. We are still figuring out which kind of level design could benefit our gameplay. What do you think about our designs and what else could we try?

u/SchingKen — 4 months ago