Level Counter

Story: 60, Challenge: 0.

Saturday, December 29, 2012

Tunnels and components infrastructure



I've started laying down the foundations for real graphics. The first (of many, many steps to come) was to add "tunnels" between portal entrances and exits. The tunnels are currently represented by lines, but once the line texture is replaced with an actual tunnel drawing it should look OK. The tunnels are created somewhat randomly at the beginning of the level. So that each time you load a level its tunnels are slightly different. This has no effect on gameplay and is just for the visual sake. Tunnels may overlap and intersect freely (if more than one portal pair is present in the level). Right now they look like this:

On an unrelated note, I've recently come across this article, and the problem described in it was one I know all too well. So I've taken some time to implement the components architecture it mentioned. Turns out it was rather simple to implement. Right now I don't think I'll refactor pachinguys to use it. In terms of functionality and gameplay pachinguys is very nearly done, so my benefit from refactoring would be minimal. But I do believe my next project will be based on this components architecture.

Next I intend to focus on creating more levels using the new fan and upside down triangle elements. Keeping in mind the request for more difficult levels I received from my "beta testers".

Saturday, December 15, 2012

Upside down triangles and demographics speak



Today's new element is what was expected the moment the fan was introduced: Upside down triangles! They operate similarly to regular triangles, when touched from the bottom, they push the Pachinguy that hit them to the side. When touched from the top they provide a resting point for Pachinguys (like pegs and other solid blocks). Seen here at the top of the "pyramid":


In other news, after a visit to a family gathering, I have renewed faith in the project. Children as young as 9 years old quickly figured out how to play and had lots of fun (according to them). They also found a couple of bugs (now fixed). So it was win win for everyone involved.
The major "complaint" I received was that there need to be more difficult levels. To which my reply can be summed up with: challenge accepted!