March 2019 challenge: “6”
Six Moves - Day 5 - Level Re-Design, More Tricks, More Graphics
Posted by OrionDark7 on 2019/03/28 04:12
So today was a bit more productive. I figured out a way I could overcome my Level Design Obstacle, and it seems to be working generally well.
When I design and order different levels, I like to make it gradually harder by slowly introducing new objects. I thought about my dilemma I had last night and I thought about if I introduced a different obstacle that could help me design more complex levels earlier in the game. That obstacle, oddly, was the Conveyor Belt. It helped me create it so you can reach harder places of the level in less amount of time, and possibly even mislead you to the point where your stuck (as you can't go backwards on a conveyor belt that's facing towards you). So I tried it out, and I was able to design some more generally complex levels, though it did take me a little bit to think of them and I didn't make too many of them, but hey, quality and not quantity, right?
I also added some more tricks to make it more deceiving and puzzling, including some of the following:
- Walls can also disappear now, so it opens up some new pathways but more decisions to make.
- Selected Conveyor Belts can switch directions every move, so you'll either be able to come back the way you came or have to spend another move getting the conveyor belt to go in the direction you're going in.
I added some pretty nice graphics for conveyor belts, and you can clearly see which direction they are going in. I also made the Exit Staircase stand out a little more, I'm not sure if it's a big enough contrast and if it stands out enough, what do you guys think? (Look at the screenshot below)
(It's the green flag if you can't tell)
Also, is it just me or did anybody else notice that today is the 27th of March (in my timezone) during the 27th PyWeek? I thought that was sort of neat and I thought I'd point it out.
I'm going to bed, as I'm getting up early tomorrow and I have a bit of homework I need to do as well.
Posted by mauve on 2019/03/28 00:32
Tonight I procrastinated about designing levels by ensuring that all the other critical gameplay elements are done to an acceptable standard - for example the ability to win and lose, plus level progression.
I also added butterflies and fish. (Apparently frogs will eat small fish, who knew?)
To save time I pretty much drew the win/lose screens directly in Inkscape. This quickly necessitated a logo, so here it is. I went with an interrobang. And puns.
6-Crates - Day 4 summary.
Posted by Phantasma on 2019/03/27 23:35
Still working on sprite interactions nothing to show at the moment...this is becoming Surprisingly difficult not because I'm running into errors, but I'm getting to a point where I have to be careful where I put my code at and keep track of where everything goes. I also have to be methodical when it comes to game play mechanics.
To give you all an idea of what I want each crate to do when the player interacts with it are as follows:
1st crate gets Pushed 1 tile.
2nd crate gets pushed 2 tiles.
3rd crate gets pushed all the way towards a wall.
4th crate gets pushed one tile but can teleport across one wall tile or across one crate if it has to.
5th crate will teleport behind the player sprite if it tries to push it in the general direction.
6th crate pushes and moves towards the player all the way towards a wall if the player tries to push that crate.
All the crates have to land in their respective color-coded tiles in order to advance to the next level.
This is going to be a very tough hurdle to get through. Should be smooth sailing once I get this done.
Cricket - like a tortoise
Posted by stOneskull on 2019/03/27 21:51
my game seems so lame and i want to quit. many impressive entries so far by others.
i will finish this just so i didn't quit. my first attempt at a game and harder than i thought, time keeps on ticking and mind keeps on tricking..
Posted by yarolig on 2019/03/27 18:12
Days 1 to 3 was not productive.
Now I hope I know what am I doing. Not FPS definitely.
TextSmith - Lots of Code (but not much to show for it -- yet)
Posted by ntoll on 2019/03/27 13:44
I just checked in almost 2000 lines of Python. Much of this is test code for the game logic layer, which is more-or-less finished (pending user testing). Next stop of the parser which connects the messages coming in via websockets into calls into the game logic layer.
Hmm... writing a parser from scratch.... what could possibly go wrong..? :-)
6-Crates - DAY 3 (4?): Late night Update
Posted by Phantasma on 2019/03/27 05:59
I got all the player sprites, walls/tile sprites, and crate sprites displayed and got my player(the red square for now) to move. For the sake of my sanity for the intense work I've been doing for the past several hours, I'm calling it a night. I'll be working on sprite interactions and collisions when I wake up.
I may try to get a gif posted on the next screenshot followed by the next diary entry. We'll see what happens.
pyhobo - finally wrote the first line and on...
Posted by pyhobo on 2019/03/27 05:29
Better than never... finally managed to start working on it... Hopefully I can finish it on time.
Six Moves - Day 4 - More Animations, Graphics, and more Levels
Posted by OrionDark7 on 2019/03/27 03:40
I didn't do much today for a couple of different reasons (mostly I was stuck and I didn't know how to move on with one thing, but I eventually just decided to do something else). But I'll post here anyway just for the sake of it.
I've added a new system for animating blocks, and I added animations for keys and traps (though the traps have a bit of a weird animation). I added graphics for Doors and Hidden Traps.
I wasn't able to make as many levels as I usually do, as I sort of got stuck on making them today. I kept on obsessing over the difficulty of the level without it being to complex and still trying to be able to fit everything I was going to put in inside a 5x5 square. I'm starting to think about re-doing some of the levels to make them less boring and a little complex, but I don't exactly know how to do that just yet, I'll think about it a little more tonight.
Posted by mauve on 2019/03/27 00:31
Today I spent a long time drawing a forest background. It's not amazing even after a couple of hours' effort. Working at high dpi means there isn't really enough detail in this, and I don't have the time to get it there. But at least it's thematic.
I was thinking of trying to tie gameplay elements into the background. After all, both the level layout and artwork is in Inkscape. I have this working a bit - like this custom rock at the bottom left that you can stand on. Maybe I'll make use of this technique in the level design, but this would require an investment in graphics for every level, and though I might get a bit of re-use I probably don't have the time to do it justice.
Here's a video: https://www.youtube.com/watch?v=4t78svjl7Mw