Tag Archives: video

Monster Roller is a monster strategy game with a hybrid slot machine combat system for mobile by Boomzap Entertainment. Hatch, raise and train monsters to fight against your friends in online PVP or explore solo adventures offline!

Monster Roller won Game of the Year!

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Last weekend at ESGS, Monster Roller was part of the Indie Arena Showcase.

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We even had the chance to show our game (both trailer and gameplay) on stage using the big screen!

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Gamers, press, developers, and cosplayers came to our booth curious to try the game’s slot machine battle mechanic. Someone even took a video!

People signed up for our beta and we ran out of posters to give away. It was a successful event and the best part: Monster Roller won GAME OF THE YEAR!

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Thank you to everyone who voted! We hope you’ll play Monster Roller when it’s out. See you again next year!

 


This Week In Monster Roller: Skeletal Animation Process

Hey there Rollers!

Today we’ll have a short post about animation. In simple terms, we have a ‘skeleton’ of the monster whose parts all move. How we define these parts (usually called ‘bones’) and animate them determines how well they move. Fittingly, this kind of animation is called skeletal animation. The process of making all the bones add up to a body is called rigging.

As a simple example, a cat animation will have the body, tail, face, eyes (separated for blinking), and 4 legs. Depending on how complex your animation must be, you can also separate the ears, the joints for the legs, the whiskers, and so on.

Here’s what it looks like, straight from our animator’s computer: (Hi Macoy!)

Defining the ‘Rigging Templates’. As much as possible we want to reuse rigging templates so that we don’t have to waste time rigging every new monster. In a game with potentially over a hundred monsters, this is very important. So we have to tell the engine ‘This rig is for this monster’. In the picture below, Puffapy’s rig is the simplest one: it only needs a body.

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Then in 3DSMax, the animator takes all these cut up assets (provided by the artist):

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Each part (or bone) has a mesh, which is a polygonal model of the part. Pictured below are some parts (torso and shield).05 03

This ‘model’ is needed by the computer in order to interpret HOW to move the part. If you define your mesh well, you will be able to manipulate the part or model to do whatever animation it needs (like breathing, attacking, and so on.) How well something ‘moves’ also depends on what the engine can handle. Our engine supports keyframe animation (usual tweening stuff) and vertex animation. These topics will be discussed in the future, so stay tuned!

Returning to our Womburr (that’s the name of this new monster), after putting in all the individual parts together, the rigging is almost there:

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And this is what the final idle animation looks like:wubber

 

Hope you guys enjoyed this short post on animation. Stay tuned next week for more.


Video: Intro to the Monster Roller’s Battle Feature

Hey there Rollers!

Here’s a quick breakdown of the core gameplay in Monster Roller. A few additional details:

  • This 1 month old demo uses the company emulator. The game is being developed for iOS.
  • The monsters are monsters, not actually people like the game designer keeps saying.
  • The narrator has some very angry swearing during the battle.
  • Do take the video (and especially the narrator) with a grain of salt :)