Thursday, January 26, 2012

Slooooow progress

It's been a month since I've been on here. I've been so busy that I haven't been able to work on much of anything programming-related, and currently I'm pursuing a project that hopefully will benefit a LOT of people.

Anyway, I've figured out DBP and have been coding a small level editing demo for NaGaCreMo. This level editor will enable me to construct levels for "RoboCubez" fairly easily. It uses a type object to store individual blocks' information for things like position, final position/color/some other things for the puzzle to be solved, event triggers, whether or not it's a movable object, and that's about all I have planned out so far. Pretty simple to implement.

I just thought of an interesting concept. Another way players can solve puzzles in the game is to have a certain amount of blocks in their inventory. The player then "drops" one of these blocks down into the level, and they cannot be picked up again. They'll be used to step on switches that otherwise cannot be accessed, and the player has to figure out the right order in which to activate the switches (this will be determined by blocks that change a certain color if you solve the first puzzle). For every 5 switches, there's 5 blocks the player can drop. Choose wisely! The next step after implementing that code will be to model the switches and create the general media. Hooray!

Unfortunately, trying to create a puzzle game with a story isn't proving too good of a concept. Maybe I should just give up on the story seeing as I haven't found one yet and it's been a month. I should go for the "solve the puzzle in two minutes!" concept that's pretty popular these days.

Oh, also, I said in my last post this would be my last game with DBP due to issues I keep having with it, however I've had no issues now for a very long time. I really don't know what that's all about, but hey, as long as it works, I'll use it for smaller projects. :)