2 days into making my competition game, Prismaticka. I'm mostly just working on under-the-hood mechanics at the moment, so things aren't gonna be that pretty.
Currently, I've got a system set up where you can form colors by adding together different amounts of red, green, and blue together. One part red makes red, and one part red + one part blue makes purple. Currently, there are 16 colors (17 if you count black), although I may expand/shrink the list:(not pictured: white, black)The plan is to eventually make the game play out like SpaceChem, but without the space or the chem, and colors instead. The control/machine setup mechanics will be almost exactly the same, but the actual gameplay mechanics and interaction with the board will be totally different. Puzzles will be a lot less open-ended, although that isn't saying much when you consider just how goddamn open-ended SpaceChem is.If you're not familiar with SpaceChem, it's probably one of the hardest puzzle games of all time and you should go play it if you're a masochist. Even if you're not, go play it regardless - it will mess your brain up in a fantastic way.I mentioned making colors by adding them together - here's a quick tech demo on how that works. I also created neat little pie charts that look cool when you change colors, which will eventually be a fairly important part of the interface.You'll also note that the color names in the demo are really artsy and obtuse words. That's because I'm 2 days into development and Prismaticka already supports multiple languages (and I forgot to switch back from the joke translation file). I'm trying to make sure I don't overlook any part of development, and that I build my framework as solid as possible, because Unity is pretty good at that sort of thing, and the project folder for Regions (my last game) is a disaster area.To end the blog, have a song:
I like the combination of simplicity AND depth in the color blending you're intending on using for the game.