JS13k approaches and I haven't had a lot of time to think about it but have made some solid sketches outlining the possibilities of the puzzle game idea I have been contemplating.
The basic dynamic is that of being able to rotate or flip certain hex tiles.
an informal development diary of twelve original games over the course of 2015 by elementalsystems
Saturday, 29 July 2017
JS13k2017 - Linky Level Ideas
Tuesday, 11 July 2017
JS13k2017 - Linky game idea
For my new puzzle game I've been inspired by the famous 90's game 'pipes' and it's many variants over the decades and also an obscure New Zealand published game called Tantrix whose pieces looks like this:
Got some other sketches on paper late last night briefly outlining some of the idea in my head.
Got some other sketches on paper late last night briefly outlining some of the idea in my head.
Monday, 10 July 2017
js13k 2017 approaches!
It's that time of year again; the js13k contest starts in a few weeks and I've been thinking about it. If you don't know about the contest, one has to make a game that runs in a browser in under 13kb of code+data+resources (13kb is very, very little - perhaps a 2% of the size of the page you are currently reading).
My 2015 game cargo-72 was a scrolling platformer (all built with ascii art); in 2016 I made complicit which is a visually pretty, fast bullet hell shoot'em up (with a twist). They both did well in the judged contest and, much more importantly for me, in the contestant voted awards.
So this year I want to create a beautiful-looking puzzle game which isn't reflex oriented. This is challenging technically because puzzle games need lots of hand-crafted levels which takes human time and steals a big chunk that 13kb storage if you have 20 or so levels.
This is the basic list of features I'd like for my entry this year:
I've got a few ideas for the project and a few sketches I will publish soon.
My 2015 game cargo-72 was a scrolling platformer (all built with ascii art); in 2016 I made complicit which is a visually pretty, fast bullet hell shoot'em up (with a twist). They both did well in the judged contest and, much more importantly for me, in the contestant voted awards.
So this year I want to create a beautiful-looking puzzle game which isn't reflex oriented. This is challenging technically because puzzle games need lots of hand-crafted levels which takes human time and steals a big chunk that 13kb storage if you have 20 or so levels.
This is the basic list of features I'd like for my entry this year:
- Elegant, minimal meta-game interfacing with access to all levels
- Persistent local storage of progress and achievements
- Very elegant, abstract representation of the game play with minimal interface.
- Unique appearance for each level - algorithmic backgrounds and feature generation.
- Playable without external instructions - tutorials if needed.
- Simple but varied audio effects for events and UI responses.
- Game play that extends over 20+ levels which might take several hours to consume and at its hardest will be challenging to most adult players.
- Playable/usable on all screens and devices.
I've got a few ideas for the project and a few sketches I will publish soon.
Monday, 12 September 2016
Complicit - JS13k Complete!
I have just submitted my final version of complicit to the JS13k contest.
You can have a look at it here http://js13kgames.com/entries/complicit (and possibly twwet or facebook like it).
I am very happy with my final version and think that it met most of its design goals while still weighting in at 9kb in total size!
You can have a look at it here http://js13kgames.com/entries/complicit (and possibly twwet or facebook like it).
I am very happy with my final version and think that it met most of its design goals while still weighting in at 9kb in total size!
Monday, 29 August 2016
Complicit - JS13k Day 16
I have come a little further over the weekend and the system now supports multiple levels and level resets.
So in this version I have implemented 6 levels using 2 enemy types; if you die you restart at the start of the level in which you died.
Next for me is to program my 'glitch' mechanism and see how that goes.
So in this version I have implemented 6 levels using 2 enemy types; if you die you restart at the start of the level in which you died.
Next for me is to program my 'glitch' mechanism and see how that goes.
Thursday, 25 August 2016
Complicit (Day 13) Working Level
I am about half way through my js31k project and it is looking really good so far.
I got an avatar moving on my parabolic grid plan which makes for an interesting fire pattern.
I have some basic enemies that look pretty and that fire back. Collision detection working for the whole lot and the right bits dying when hit by bullets.
You have to touch somewhere on the black square to 'call' the avatar to you and then you should have a working game prototype at this link.
I got an avatar moving on my parabolic grid plan which makes for an interesting fire pattern.
I have some basic enemies that look pretty and that fire back. Collision detection working for the whole lot and the right bits dying when hit by bullets.
You have to touch somewhere on the black square to 'call' the avatar to you and then you should have a working game prototype at this link.
Complicit (Day 12) - Art Demo
I have decided to call my new bullet hell shooter 'complicit' for reasons that will become obvious once I develop the game dynamics a little more.
One of my goals is to make the graphics pretty in a flashy neon kind of way - with that in mind I have been developing some art demo using HTML5's various canvas and image tricks. All the images created here are created directly from code - no nasty (giant!) image resources.
You can see it in action here.
I also have a small demo outlining what the board will look like and am trying to program some space invader like intelligence in.
One of my goals is to make the graphics pretty in a flashy neon kind of way - with that in mind I have been developing some art demo using HTML5's various canvas and image tricks. All the images created here are created directly from code - no nasty (giant!) image resources.
You can see it in action here.
I also have a small demo outlining what the board will look like and am trying to program some space invader like intelligence in.
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