Monday, March 31, 2008

Call for testers!!

Now some of you may have been directed here by an email that contained the great call for testers. If that is you then you don't need to read this. If you have not received an email about being a tester well then read away.

We need testers. So what will a tester do: every few weeks we will send out an email with a link to the newest version of our game, in the email we will say specifically what we want people to test for. Then you just play the game and email us back answering the questions. Super easy, Super fun, and super helpful to us.

If you want to go ahead and check out the newest version that we have just click on the newest release in the top right corner.

If you are interested just email me ( (include your name and email) and I will put you on the list.

Thanks guys,

Grant Shonkwiler

PS This is a very early version so it doesn't look or sound pretty we know ;)

New Release 4.0

Hey hey everyone!

We have a new Proof-Of-Concept (POC) up. This version has the same controls as before. We've pretty much just changed the sound effects and added some particles effects and an intro screen sequence.

This will probably be our last POC build. After tommorow, all future builds will be leading up towards what we call Feature Fragment 1 but don't fret Smashout fans! We will keep all builds at regular intervals.

I am happy to see the team coming together. The intergration process was relatively painless (despite some team members thinking they broke stuff too much). I'm very proud of what we have so far.

I'm hoping to get some basic scoring implemented soon to spice up testing. Along with that I hope to have some "effect bricks" in place. So look forward to the infamous MULTI-BALL!

And as always, keep watching the skis.

Saturday, March 22, 2008


So this could be the happiest I have ever been working on a project. My mom played my game last night and she actually got it, and she was having fun. She was getting all excited about the bricks getting smashed and laughing whenever she lost a ball. She gave me some good feedback on what confused her so we will be making those changes soon. Now back to enjoying my spring break. :)

Proof-of-Concept 3.0

You can find the link to the new release on the right.

This mode adds 3 different control schemes. You can toggle between then using F1-F3:
  • F1 - normal pick and rotate like before
  • F2 - normal pick but the anchor point stays stationary
  • F3 - picking will select the nearest paddle regardless of where you click. The anchor point stays stationary
I reccommend trying F3. The idea came from Drew Card over at Void Star Creations. The picking can be done anywhere and will always select the nearest paddle.

And as always hit us back with feedback at!

Thursday, March 20, 2008

HAHAHA bells

So coding without sleep is a problem. The reason my sounds were not working is because I forgot to check to see if the sound was already playing and when I put the sounds into the prototype the timing made it queue up like 200 sounds which was breaking everything.
Alright back to work. Sounds in prototype by end of day. WOO

Wednesday, March 19, 2008

I hear the bells.

So we have a milestone coming up after spring break. This milestone is a Proof of Concept, we each have to have some finished tech integrated into a build to show that we can get this game done. For PoC I am going to make an FMOD wrapper and put some sounds into our build. Easy enough.

Well there have been a few problems with integrating my wrapper into the build. For some reason when I try to play sounds in the build it is taking my sounds and making them super loud and distorted. So I am working on fixing that and getting it into the build.

The work is going well and everyone is excited. Now back to work.

Of Mice and rotation...

So I've been facing some issues with mouse movement and paddle rotation. The first version had the player click and dragging left/right and the paddle rotation counter-clockwise / clockwise. This started generating some issues with a few "testers' where they would click and move and the their expected rotation was based on where they dragged relative to where they clicked.

The current iteration is now supporting it but has definite issues. Some people get it and love it but these are usually people who played the first version. New users are quicker to point out flaws. Dang nabit...testing is a complicated mistress.


This blog is for posting about Smashout : The Final Project game by White Board Logic. You can come here to see what feedback we have gotten so far and where we are going with the game. You can download an early version and any other versions on the right.