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NEW Win32 EXE BUILD As pointed out by the lovely and talented… - Blather, Rinse, Repeat
September 5th, 2007
09:18 am

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NEW Win32 EXE BUILD



As pointed out by the lovely and talented moonlightnrain, I left at least one bug in last night's build (I honestly thought I had fixed it, but I only halfway cleaned up some logic).

The new build has 16 levels (really, 16 buttons, most of which take you to the same level) and an extended intro sequence.


There's still much to do:

  • more work setting up the levels - the crate requirements and the ball color distribution isn't hooked up yet.
  • lose conditions - right now, you can beat a level, but you can't lose. I intend to add in an error counter and a clock. The trick will be to choose penalties that make the game challenging, but not too hard.
  • level design - my levels are pretty simple, and I have designed 4 so far - cranking out 16 should be easy
  • level select screen - it's user-hostile right now.
  • pause menu - when switching away from the screen, a menu should pop up to say the game's been paused.
  • level introductions - just little dialog boxes with flavor text, also will be the bulk of the tutorial.
  • sounds - the game's got music, but no sounds. Should be easy, just gotta do it.
  • colorblindness patterns - Some folks have difficulty discerning different colors. I'm going to give them a key to press to add in patterns.
  • character portraiture - My "Woody Tigerbaum" portrait needs to be reworked. I've got a "Tess Turmoil" sketch that I plan to use. I also need to make a "Tutorial Timmy" and "Tyger Blake" portrait. Almost as though I were an artist.


Is that it? Probably not. The game doesn't need to be done before 5pm Saturday, so I think I'm in good shape.

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From:moonlightnrain
Date:September 5th, 2007 04:54 pm (UTC)
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I finished a level (what level I was on, I have no idea). I agree that there needs to be some connect between what balls are offered versus what balls are needed. And it was long but not challenging. I'm sure the timer and or penalties will help with that.

That said, I like the in-game graphics and mechanics. It's simple to understand and manipulate, the basis of all the great addictive games.

A little more work, and I think you may have a winner. Uh, what would you win?
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From:tsmaster
Date:September 5th, 2007 05:07 pm (UTC)
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it was long but not challenging. I'm sure the timer and or penalties will help with that.

Yeah, I've got data describing how many balls the crates need for each level, but I haven't yet hooked that up, so right now each crate needs a random amount - the range for the random values picked out of the blue before I had played any levels. Once I get the crate initialization hooked up, the levels should be playable in a quicker time frame.

It's simple to understand and manipulate, the basis of all the great addictive games.

Excellent - as this game idea occurred to me, I thought it'd be something that other people could pick up and have fun with. I'm glad to hear that it's approachable.

I think you may have a winner. Uh, what would you win?

Pride and bragging rights, pretty much. I don't think there's even any graphics I can download from the contest site that I could use to brag about my achievement, were I to win anything. Last time around, I came in second out of the individuals, which is something - I'd like to do as well this time. I may have to make my own "silver medal" art to put on my web page.

And here's the point where I shift over into heavy "expectation management" mode: I try to think of this more as a 'challenge' than a 'contest' - just finishing a game in a week is an achievement. The scoring is icing on the cake.

(Still, I'd love to come in first - I think that two reasons why people didn't give me higher scores last time involved my 'retro' graphics and lack of music. I hope that those are addressed this time around.)
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