-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|611|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
SoCoder -> Blogs Home -> Blogs


 
Jayenkai
Created : 30 October 2009
 
System : Linux

Blockman ideas needed



We're hitting the home stretch in Blockman Gets More development.

5 themes are in the game.
Standard (Pacman-style)
Garden - A nice grassy area.
Ice - All blue and shiney
Rock/Lava - Red underneath, dull rock on top.
Egyptian - Orangey Hues with icons galore.

I'd like to have each theme have it's own little special defining rule.
The Ice world is skiddy. The player cannot tap-per-tile like they can in regular Blockman Gets, and instead carry on until they hit another direction (ie, more like Pacman!)

But what of the other themes?
Garden, Rock/Lava and Egypt all need similarly specific rules, but I really have no idea what those should be.
Any ideas?

 

Comments


Friday, 30 October 2009, 17:55
CodersRule
You need to always be moving in the lava world, or it will burn you.

You might want to have a cave one where you can only see right around where you are.

For the sand one, you can't see where the walls are. Once you've eaten up all the pellets, you don't know where the path is. But at the start of the level, you can see the path made of pellets and you have to either memorize it or restore all the pellets.

The garden one should have something to do with time. Maybe every few pellets has a seed next to it. You need to get the pellet in time to turn it into a flower or you lose. Restoring the pellets won't restore the flower.
Saturday, 31 October 2009, 18:55
Jayenkai
Still after these, since I didn't get around to doing them today.
I'll probably use the "Lava Burns" method to keep the player shifting, as well as destroying the playfield as the player goes..!

Sand and Garden still aren't happy in my thoughts, yet, though! hmm.

Meanwhile I've started on the menu system.
The game's gotten a wee bit big for the standard JNK title/menu thing, and is currently being completely rejigged.
Not sure what it'll end up looking like, but there's a crapload to fit on it!
Sunday, 01 November 2009, 02:33
shroom_monk
How about if you stand still in sand, you slowly sink. So you have to keep moving, but if you've sunk, you move slower until you've escaped.
Sunday, 01 November 2009, 04:15
Jayenkai
Renaming "Egyptian" to "Sand" spawned a decent idea. If you headbutt a block, the block disappears, because it's only made of sand. Once gone, you obviously can't step into the gap, because no-eat = death, but if you then hit a pellet, the spot replenishes as a dot. Sorted!

Lava, I used the "It burns!" technique, so floors gradually cave in, wherever there's an adjacent hole.

Cool stuff.

Next up, garden!!
Sunday, 01 November 2009, 05:15
shroom_monk
Garden contains grass. Walking over grass turns it to mud. Grass can be stopped on, but mud is slippery and cannot be stopped on.
Sunday, 01 November 2009, 05:40
Jayenkai
Nice idea.. dang.. .
Too bad I'd already implemented crazy spikes in the garden!!