The launch date of Rocket Sketch is right upon us. We are working in the final polish and we are in the testing stage, dont have a release date yet, but between two or three weeks max!
The big new for the game (besides, again, we changed it’s name) are the new rockets!
There are four types of rockets with their own special skills. All of this skills works in the same way: tap while rocket is flying. Some of them can be activated once, and others many times, depending on the rocket type and level.
Yes, you can upgrade the rockets! You can access to the upgrade store from Endless mode menu, or at the end of each level in endless mode.
This special rockets are in campaing mode too, but their level is not affected by the store’s upgrades.
As i said, there are four types:
Dash Rocket: While in the air, tap and hold to use the nitro to pass through asteroids or simply gain the extra speed.
Cluster Rocket: Tap while flying to fire many clusters from the rocket center to its sides. The number of cluster goes from two to ten, depending on rocket’s level. This clusters will eat paper to gain point.
Dodge Rocket: Tap while flying to chance rockets’s direction. The new direction is the previous angle but to the other side.
Point Bomb Rocket: Tap while flying to explode and eat all the paper around the rocket. Higher level, bigger explosion.
Enigma Rocket: This one will appear only in endless mode. The fifth rocket its a random rocket. At level one, you have 20% chances to get a special rocket level 1 instead the standar rocket. At level five, you have 100% getting a special rocket level 5
The endless mode changed a little: now you have to beat each level to advance to the next instead farming points in blocks of ten levels. Its simpler and easy to understad :)
If you cant get throught a level, there is a continue option (for a price). Remember to upgrade your rockets, so you can advance further!
The campaing mode have a new item: The brick. Works the same as the triangle, but this one can be destroyed after three hits max.
We are also introducin a mini story for the game, staring a little girls called Agnes .
The story is divided by vignettes, one per nine block (nine levels).
The brick (orange one)
There will be fifty four initial levels in campaing mode. We intend to upload nine more levels per week if the profits make it worth.
Time flies like an arrow, and that arrow was poiting right to our old triple spiral logo.
Yes, the old Shoor‘s logo didn`t age well and was unnecessarily complex.
The new version got ride of all round shapes, both in the logo and in the typography. Now the isologotype have a clear alignment, the main color still is the same orange, but now have a little blue and a lot of beige.
The three spirals still are there, all fused in one, with more color and pretty bulky.
Sketch Rockets is the new name for Aldebaraan.
Despite how much i like the old name, the truth is that name is no good for commercial purpuses.
The new name will be lunched along the new massive update for the game, with new engine, a brand new In App Store and lots of new things!
In the store you can buy Coins. Coins is the ingame currency to unlock maps, to buy extra lives in endless mode or to purchase upgrades for your rockets.
Coins can be also obteined by simply play maps in campaing mode or endless. There may be a daily map for extra coins.
The new campaign mode is builded in blocks of nine maps. Each block must be unlocked with stars (wich you win in each map according of how much points you make) or with coins.
The main reason to develop Masters of Entropy is an old desire to play a good artillery game. Back in the early 2000’s Worms was the artillery game by exelence, and the only one. At least the only good one. The other legendary but even older artillery game is Scorched Earth released in 1991. For me, this two are all the good artillery games ever made, and i felt empty. Scorched Earth is too old and lost some magic. Worms slowly evolutioned and now is no longer an artillery game, but a game where players go right to they rivals and push them. Also i wanted a real artillery game, not cartoon worms fighting (i loved Worms, but i want a flak cannon, real artillery stuff).
The making of the first cannon. Made in Blender 3D, the parts will be used in 2D ingame.
Ten years ago i asked some friends for help to start this proyect, but what i wanted was too advance for us. Now the time has come and MoE is growing fast.
There are three areas where im focusing:
The physics: The fact that everything fly away and collapses turns to be a twist in the artillery genre. And make the game fun to play and observe.
The artillery models: I want the “tanks” to be fictional, but with real life feeling. Like the artillery ingame could be a real life cannon model. Inspired specially in WW2 real cannons, like the german Flak 88MM.
The ballistic: I want variety of weapons, but there are two important points:
All weapons must comply with the basic rule of every artillery game: To calculate angle and power. I dont want “easy” weapons that automatically fly to the enemy, or “click kill”, like in Worm where you simply click a target and a second later a giant donkey falls from the sky killing 3 players.
They must be beautiful to see. I want them to be mesmerizing and generate a pleasure sensation on the player who shoot it. For this im working in a lot of weapons with cluster missiles, with organic movement, with little random behavior.
The weapon list so far is:
Basic: The free unlimited bomb that have nothing special and do little damage
Spine: Same as basic, buy explodes 0.5 secods after impact, wich makes soil to fly further.
Bomb cluster: Eight bombs fired simultaneously in random pattern.
Nuke: Like basic bomb, but with huge explosion.
Mines: a drop that is fired like a bomb, but will drop contact mines every 0.2 seconds, leaving a dangerous path.
Granade cluster: A middle activable granade that will shot 12 mini missiles that will go to the granade itself wherever it lands.
Machine gun: Fire 30 bullets at fixed power.
Funky Bomb: A granade that bounces randomly and explodes, launching 4 powerfull misiles with random behavior.
Triple threat: Fires three missiles at once.
Spin Six: Fires 6 missiles with 0.2 seconds interval. After 3 seconds these missiles get a round movement patern, then they fall in many directions.
Beacon:Fires a beacon, wich is used as target for many weapons.
zepelin: call a zepeling to attack the beacon.
Multi Missile Luncher: Fires 12 powerfuls missiles with 0.2 seconds interval.
Palm Bomb: fires a missile that always fly right above the player, explodes 3 seconds later lunching three misiles to each side.
Gravitational: a granade that inverts gravity
Mimic Drone: Launches a granade activable in midair, and creates a mimic drone, wich mimics players angle (but inverted) and fires a basic missile whenever the owner fires.
Misile dropper A missile that drops hundreds of mini missiles while its flying.
Rain Granade: A granade that will fire 12 clusters to the ground after 2 seconds
Flak: A missile midair activable that spaw several explosions to get rid of flying objects.
Chicken: Fires a Chicken that do one damage. Ideal to humiliate your opponent.
Aimed missile luncher: Four granades that will fire up to ten missiles to the beacon.
There are still plenty of weapons, utility devices and passive items to do.
In the year 2008 i was dreaming about making a game “worm” style, an artillery game. In 2011 Shoor was funded and the first proyect we focus on was this game.
First called “Cooperkind: The extraordinary duel of the ballishoodtic brother“, this version of the game was intended to have a really good physics on the terrain, wich would have given it a really interesting twist ingame mechanics compared to other artillery games.
We quickly realized that that was beyond our ability, so we left the proyect on hold.
Almost seven years later, while Juan is working in the port of Aldebaraan, and the rest of us is working on The Dead Astronauts House, a little nostalgic bug bitten me.
Three months ago i started to work again in my first proyect, an artillery game.
The Nuke, some of the first weapons made. Everything you see here are placeholders
Cooperkind’s art style was intended to be steampunk, but this rebirth version will be dieselpunk, so Cooperkind is no longer the proyect’s name.
I already have a working prototype, and i can say that the destruction element in the game will be very relevant.
With that in mind i named it MASTERS OF ENTROPY.
a thermodynamic quantity representing the unavailability of a system’s thermal energy for conversion into mechanical work, often interpreted as the degree of disorder or randomness in the system.
“the second law of thermodynamics says that entropy always increases with time”
lack of order or predictability; gradual decline into disorder.
“a marketplace where entropy reigns supreme”
Im making the game with Construct 2, wich is not good at all managing physics. Wich means that will have an impact in low spect machines.
Thats why Masters Of Entropy will be a free game, on Steam.
If the game have some relevant succes, i will hire some one to port it to Unreal Engine. But in the meanwhile i work with C2, that is what i know.
This is all for now, the little introduction to MoE. You will hear of it again soon, cose im working really fast on it :)
Things are going slow in the space, at least in Dimitri´s one. We are focusing our great effort on finishing and polishing Aldebaraan, wich BTW, is getting a name change, like the ex 80 Boxes, now Asses and Boxes.
But dont worry, The Dead Astronaut´s House is not forsaken! To proof that, here is some new poster artwork.
This one is for the Argentine space program, Argentellar.
And for art sake, again, take some poster compilation.