Hello Everyone!
I would like to thank everyone who tested out the first version of Nanobot Extreme!!! that I published to the site awhile back. After receiving massive amounts of feedback, we went back to the drawing board and took all of the submitted feedback into consideration. Here are some of the following updates and considerations we’ve implememnted:
Along with all of the above mentioned, we also cleaned up a lot of the code and how certain events are handled. We also added clouds to the levels. This is the version that presented for our class with the exception of fixing the boost meter on the second level. Below are some things to look out for when playing this latest version:
Even with the mentioned things to look out for, we again are still very proud of this release and how much we accomplished in the week we had after all of the feedback we’ve collected. Check back soon for upcoming news and updates. Until then, give the latest version a try!
Click Here to Play Nanobot Extreme!!! v 0.3.5
Hello everyone and thank you for your patience.
We have finally put together a working demo of our game for you to test out. For those of you who do not attend UWSP, the premise of the game course we have is for each group to spend a significant amount of time researching an assigned game and to be able to implement animation and game play styles into our own game. Another constraint is that our game is supposed to have an environmental theme or concept included as well as provide some educational value. With that being said, the games created are rather simplistic, so keep that in mind. The game we needed to analyze and work from was the game Flow, which can be played here
Joe, Jeff, and myself would be extremely grateful if you could leave some feedback on some of the playability and what you liked/disliked about the game. Some of the issues we know we need to fix include:
Those are the three most significant pieces that we have come up with. There are a few other things that I have noticed that could use room for improvement, but I would rather hear all of your thoughts and opinions first. Before playing our game, I strongly recommend playing Flow first in order to get a better idea of how our game functions.
Click here to play Nanobot Extreme!!! Ver. 0.1.1
Here’s some fresh new screen captures from the latest testing of Nanobot Extreme!!! We’ve combined all of our parts so that now we have a file that has everything tied together. We’ve also cleaned up the code a little, got the hit detection working, the skeleton code for the UI and leveling up has been written and still needs to be implemented. I can promise you that a working demo will be up within the next 24 hours for public testing. Please leave feedback in the form of a comment in order to help us improve gameplay! We’re really proud of the game and the work we have put into it, and we want to continue with it even after the class is done with. Enjoy the new photos!

As promised, I’ve decided to put up some of the screen captures for the game we’ve created called Nanobot Extreme. The game is still an ongoing project and the photos demonstrate the development of the game.
The title text for the game was made in Adobe Illustrator using the Bauhaus 93 font with a 3 pt stroke. The color of the text was white and the stroke black. I then converted the text to outlines and used the built in blue gradient in Illustrator CS4, changed it from a radial to linear gradient, and applied it to the outlines. I finally applied a pathwork filter effect to the text to add a grainier look to the text.
The character nanobot, which we call a Nanite, was originally hand drawn by Marci Mihalko and digitized in Flash CS4. I exported the drawn image into Adobe Illustrator and Adobe Fireworks. The instructions panel was created in Adobe Fireworks using a built in texture and a bevel effect for the text panel. The images exported from Flash were placed behind the texture to add an additional artistic effect.
More photos will be added as the game develops.
