Designing Speed Match

In the past years we have been traveling often; every one or two months, my brother Argiris and I, would go on a business trip to Athens or someplace abroad. In these trips, I always carry my bright orange notebook, as I’ve seen that time on a plane can be very productive. I guess it’s because there are very few distractions and you can focus more easily.

In one of those trips, I was trying to think of new ideas for mini-games, and I started looking around, in case I could get inspired by my surroundings. Then I saw the windows, and I thought “let’s make a game with airplane windows!” The idea was that the window shade would open, revealing an item, and the player would have limited time to tap on it before the shade would shut down again.

Speed Match mini-game from Prototype to Final version

Speed Match mini-game from Prototype to Final version

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How Playing Games can Help you Train your Brain

Our goal at Total Eclipse is to offer our players unique, memorable experiences through games that are fun and engaging. If at the same time, our games can contribute in other ways, we feel we made the difference we want in the world. It took us a year to release A Clockwork Brain, one of our most important projects so far, which is a collection of puzzles that brings together benefits from both gaming and brain training in an effort to complement the brain’s natural ability of neuroplasticity.

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Unity Port for A Clockwork Brain – DevLog #4

A Clockwork Brain DevLog 4Week 13/10 – 19/10

Hey all!

Another week gone, another mini-game complete!

During last week we finished Word Length, which also happens to be one of my favourite mini-games, although I can never seem to reach the Insane Round. Besides porting the game to Unity, we also made some usability improvements, compared to its current version on iOS, which should now make it a lot more intuitive for the players to understand which button they pressed.

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Designing Word Length

Word Length is a mini-game that was inspired by a story I watched on TV 10 years ago. It was about a teenager that was able to tell how many letters there are in a word really fast, just by hearing it. It was very impressive! He was extremely fast in his responses and he was always spot on! I guess I found that remarkable, because many years later I had the idea to turn this into a game.

Word Length mini-game from prototype to final version

Word Length mini-game from prototype to final version

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Unity Port for A Clockwork Brain – DevLog #3

Week 6/10 – 11/10

Welcome back to another post of insider’s information on the porting of A Clockwork Brain on Unity!

Last week we did a lot of bug-fixing and optimisations, as there were a few serious glitches to tackle, before moving forward. We also finished the Logic Tiles mini-game.

A Clockwork Brain DevLog 3

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Designing Scrolling Silhouettes

One of the first mini-games games we designed for A Clockwork Brain was Scrolling Silhouettes. The idea came from the hundreds of items we had from The Clockwork Man. These 1,500 items provide a huge variety of shapes and forms. The concept was to take advantage of these, and create a game that uses item shapes and pattern matching as the core mechanic. This is how Scrolling Silhouettes came to life.

Scrolling Silhouettes from Concept to Final Design

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Unity Port for A Clockwork Brain – DevLog #2

A Clockwork Brain DevLog 2Week  29/9-3/10

Last week we almost completed the porting of three more mini-games. More specifically, we began tackling the tile-based games, Sculpt Away, Size Matters, and Logic Tiles. These three games have very different mechanics, but are all based on using and manipulating blocks of tiles. The first part of last week was spent building the tile engine that would be used in all three games. After that, Sculpt Away was the first game to be finished. Size Matters was done next, but it gave us a bit of a trouble as there were some performance issues when moving lots of tiles of different colours. We promptly fixed that, and moved on to Logic Tiles which should be completed later this week.

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Unity Port for A Clockwork Brain – DevLog #1

Last week was a very exciting one for us here, at Total Eclipse, as we announced that we’re currently working on the port of A Clockwork Brain for Android! We’ve actually been studiously tinkering away at it for the last couple of months, using the Unity 3D game engine  to speed up the multi-platform development process.

A Clockwork Brain DevLog Now that the secret’s out, we’d like to introduce a DevLog so that we can share the porting’s progress with you. A DevLog, which is an abbreviation for ‘Developers’ Log,’ is usually a short summary on how the development of a project is going. Our DevLog won’t be limited to programming progress, but will include all aspects of the production. You can expect a DevLog post every Monday, summing up the previous week. Continue reading

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A Clockwork Brain is coming to Android!

It is with great pleasure that we can finally announce that A Clockwork Brain will be released for Android devices, later this winter.

Sprocket meets Mr. Sprocket

We have been secretly working on porting A Clockwork Brain to Android for a few months now, but we really wanted to make sure the project was running smoothly before we shared this great news with you!

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Looking for controls? Start here!

A few weeks ago, while implementing power-ups in Monster Snack, we did a bit of brainstorming on the mechanics players could use to collect them.

We scribbled down quite a few and then made them fight each other… OK, maybe we just evaluated them. Although we ended up choosing one, it was a difficult decision. We needed a control that would not interfere with the basic one-tap mechanic used in Monster Snack’s core gameplay and would also allow players to collect the power-ups while coping with the frantic gameplay.

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