Looking for an idea for a phisyc-based game obstac

Hello

I am making graphics for a physics-based game like Angry Birds. The game consists of a series of obstacles that the ball hits. I don’t have a specific idea of how to design them. I have currently made them in the shape of wood. I wanted to know if you have any ideas?

How much money you got?

Ideas cost money.

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I love making little web games and have no problem bouncing ideas around!

Consider adding moving things to avoid or bounce off at the right moment in order to complete a level. Maybe birds that are angry?

For static objects I would use politicians. Everyone wants to throw things at politicians!

Good luck with it and hope you already figured it out (I just joined here and don’t know if 10 days after asking is a long time to reply).

That’s not a game like Angry Birds.

But the idea is based on physics.

And its a bout shouting a ball.

I will place the online version here for your idea.

Nothing!

This is my own project and its not for a customor.

But I have no problem to sharing the fee with a partner.

The mobile games has wonderfull market these days.

I would even agree to registering a game company for creating games if you are a graphics expert.

I have approximately 25 years of experience in coding and game development.

You could make a fairly neutral version of the game first, with simple placeholder graphics, and then reskin it later. That is actually a common way to prototype a game.

But I don’t think gaming companies usually buy a plain “shell” in the sense of here is a generic physics game, now you add the graphics. That tends to be more of a template or asset-store product than a publisher pitch. For a publisher or studio or getting into an App Store, the important part would be whether the core mechanic is fun, whether the physics feels good, whether the levels are well designed, and whether there is something original enough to make it worth developing further.

For the obstacle design, I’d probably think less about “wood” as the theme and more about different behaviours things that break, bounce, swing, slide, rotate, collapse, magnetise, explode, float, or move on timers. Then the graphics can follow the mechanic. Wood, metal, rubber, glass, rope, springs, balloons, fans, magnets, ice, conveyor belts, seesaws, trapdoors, and pendulums would all give different gameplay instead of just being decorative obstacles.

1 Like

I always do this.

And that is ready now.

Do you have experience in this field?

I don’t work in game development professionally, so I wouldn’t claim direct industry experience there.

My comment was more from a general design/prototyping point of view build the mechanics first with neutral or placeholder graphics, then develop the visual style once the gameplay is working.

If the shell is already built, then the next stage is probably not just “what should it look like?”, but what makes it different enough to be worth playing or selling. That could be the obstacle behaviours, the level design, the scoring system, the theme, or the way the physics is used.

That said, like most people here, I don’t work for free, future promises of payment, exposure, likes, or “it might lead to something later.” Bouncing around general ideas in a forum discussion is one thing, but developing a proper concept, art direction, mechanics, pitch, or production-ready design is paid work.

If you already have one skin done, then I’d start by creating a few simple reskins of the same obstacle shapes.

For example, if the current version is wood, make another version as a generic rubber material dark grey or coloured rubber, slightly rounded edges, and a soft sheen so it feels bouncy rather than solid.

Another easy one would be metal cooler grey tones, sharper highlights, maybe a few scratches or bolts, so the same obstacle instantly feels heavier and harder.

That way you are not redesigning the whole game each time. You are building a small visual language where each material suggests a different behaviour.

Wood breaks. Rubber bounces. Metal is heavy. Glass shatters. Ice slides.

That gives you both the physics and the visual style to play with across different levels.

But the details are still very limited, so it is hard to give anything more specific without knowing what the game actually needs to do.

I make HTML5 Games regularly, some even sell to my extremely weird clientele, but know little of existing games. Never even saw Angry Birds, but have heard of it. But when you asked for ideas for a physics based game I went with what I would do generically.

What is your target audience, or is this open ended in that regard.

For the people I work with the ideas are all … Naughty. Certain bits of anatomy make good ricochet points. The other thing you could consider, if you don’t like the naughty ideas, (but who doesn’t?) is politicians. Charactitures of them show up in games all the time. They can have their facial expressions change to something silly when hit.

More mainstream ideas include sports equipment, outer space stuff like asteroids or planets with rings (hit the ring and zoom off at a different angle?) or even an underwater background with fishies.

Honestly, graphics for games and how to skin them are never an issue with me. I get stuck sometimes coding a particular game mechanic I have in mind, but the graphics are never an issue.

Hope that helps. Good luck with it!

Hi, just one question, if this is a physic-based game then how do you play?. May be something like sierra’s the incredible machine? (look here : https://www.youtube.com/watch?v=pTbSMKGQ_rU)