Source Block and Goal Tiles

I’ll be introducing two new, important tiles to the game: the source and the goal tiles. This won’t have code, but will be more about the thought process behind the two tiles.

Source Tile

Rolling ball on the source tile

 

This tile pulses with power and sends the signal to activatable tiles, disseminating the signal to other activatable tiles, and finally to the goal tile, if they’re all connected.

Goal Tile

Goal Tile

The goal tile will end the level when it has reached 100% power. This is achieved through connecting it to activatable tiles back to the source tile. Every pulse from one of the goal tile’s neighbors will give it a certain amount of power, while the goal tile will have power burn away at a certain rate (again, set in the editor).

So, that’s it for now. I’ll try to get some code after my self-goal to get the prototype done by Monday

Prototyping a new game

So, I’ve been working on a new prototype: a rolling ball maze where you connect a power source to an end goal. The point will be to connect the two points and power the end goal to 100% to clear the level. Each level will be a small part in a larger map to power a certain object (I haven’t decided what the grand scheme will be, whether powering on objects in a room, or something more thrilling). My current deadline for finishing the prototype is this Monday, June 23. I have most of it worked out besides the power portion, but I already have an idea of how to do that!

Here’s a pretty picture (because I am the best at art).

Rolling ball on the source tile

Rolling ball on the source tile

Leave a comment below so I can possibly incorporate your idea into something.

Hiatus!

So, I’m terrible about updating this, seeing as how it’s been almost a year. Small update on life, I guess: still working at the same IT job, still looking for a game company. I don’t have the capital right now to go full time with game development, so I might start saving up so I can quit for an amount of time without sending my wife and I to the poor-house.

Regardless, I’ve got a new prototype I’m working on.

Vertical Space Shooter

Vertical Space Shooter

What I’ve done so far:

  • Player movement, also restricted to screen space
  • Extensible firing positions placed on ship

Not a ton, but it is just a prototype. I plan on changing up the way the player is clamped to the screen so that enemies can spawn. Right now, it’s physical bumpers keeping it on screen.