Bugball 3.0 - Will now be Titaniumballz.com


So this project has been haunting me since I first started it in 2005:

https://www.johncotterell.me/2005/07/bugball-10-flash-version.html

Live version: https://www.johnc.pro/bugballswf/



Originally planned to be a simple Flash game I could build and release in a week.

I stopped building it then, manly because I was stuck in the AI. but also, I was making the transition from procedural ActionScript 1 to Class-based ActionScript 2.

Then I found more contract work and it just got forgotten about.

In 2018, as a result of moving my skills over to JavaScript and WebGL/Three.js I decided to start again:

https://www.johncotterell.me/2018/02/bugball-20-webglthreejs-version.html

Live version: https://www.johnc.pro/bugball/indexHIFI.html




But that got shelved at a point where the AI was pretty much done, it can play against itself.

I wanted to add sound fx and music of my own making though, and that required going back to the drawing board.

I also had a huge choice of control options - mouse, keyboard. touchscreen, gamepad.

And platforms, as web-only is now looking a but redundant, if you aren't on steam or in an app store, it's hard to be taken seriously or have customers.

So lots of work to do still, I bought a domain for it, titaniumballz.com, though I'm tempted to keep the name bugball, in the very first version, the droids were little beetles, and I wanted to move away from that. Also, I couldn't find a decent domain for that name.

It's been brought to my attention that a hands-off manager style game would be very popular.

I'm now thinking that a generalised approach to the build might yield more than one playable game mode from this one. I am definitely going to do something with it. No going off to learn new skills halfway through or anything like that.

I recently got a mention in the webgamedev newsletter here: https://www.webgamedev.com/newsletter/007

So that's helped incentivise me a little more. Watch this space.

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