Musings, ramblings, rantings about technology, games, puzzles, and whatever else catches my attention.
Sunday, September 15, 2013
Visibility, pathfinding, new build up
http://bigdicegames.com/RatMaze/maze.html
It's starting to feel like the game I have in mind. Big bits that aren't there:
Smooth movement - in The Cave of the Rat King, character movement had a feel like physical counters on a boardgame, with "hopping" from location to location. That movement is smooth between points, rather than now, where the character blinks from tile to tile. It's not going to be very animated, but it's something.
Fog of war - the greyed out bits of the map right now are unexplored. I want to have the explored, but not currently visible, bits to be greyed out, and the unexplored bits be black. I'm in the process of rewriting the Tile class, which should make this sort of thing easy.
Picking up the key - when the player lands on the key, stuff should happen
Landing on the gate - there should be logic with the gate, keeping the player from going through without the key. Huh, I just realized, the way I generate the key position right now, there's no way to get to the gate without having the key.
Landing on the exit - trumpets, confetti.
Pathfinding with awareness of player knowledge - the pathfinder doesn't take into account if the player hasn't explored a location, so you can click on the exit even if it's greyed out.
Mobile support - I haven't made an Android build in a while. When I do, I'll want to support pinch to zoom.
It's kind of weird, shifting from making minimal implementations to building big pieces of a system that are only lightly used by the current game. The tile system I'm working on and the visibility system are examples of things that I know I'll need down the road, even if the work doesn't seem necessary this month.
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