July 22, 2017 - day 52
Welcome back! I have much to show you today.
Let's just right into the topic shall we?
Pretty self-explanatory here.
The design is very simple & straightfoward.
For the fonts, I'm using these typefaces but it's not 100% confirmed.
The choices of color themes are actually "realm-base". When you play the levels inside this realm(or planets) you get the same theme. Yes, there will be other realms as well, but only available when the game is fully released. I'll be using this bluish-purple theme as default for my demos.
Path System (or 'Plan Zone')
Just use the term 'path' instead of 'route' from now on.
"Path system" is a key feature of the game.
It works like this: When the alien steps on a certain "pad/platform", the time stopped for it's 'steps planning', a phase for the alien to think for his "next route".
It may not shown in very-early levels, but this will be important to the gameplay in overall. (though I hope it does work in sense of solving puzzle)
Here's a demonstration GIF:
Gee, this system may be one of the hardest part to code. (and felt so rejoiced when the system works properly)
A few functions are yet to be done, but I'm quite happy how it turns out.
Also, something to note about this 'path system':
In other words, when drawing the path, you can't overlay an already drawn cell/square from the path.
Has length limit.
At default the alien may have a maximum of 5 cells to draw. It may increase the length every time it "upgrades". (*upgrades are not available in demos)
Drawn only inside a zone.
See the large flashing selections when the alien reaches a square platform? They're zones.
The path can only be drawn inside the zone.
For future improvement, I will re-work on the graphic of the path. (zebra lines) as it is not very nice-looking.
Perhaps change it into a arrow-pointing appearance then...(also a bit thinner & denser lines)
Notice the neon-green numbers the bottom-right corner, they're obviously SCORE.
What you see ("+100" and so on) are the addings from the 'path-combos':
The more length you draw the more points will add to the score.
It may look kinda cool feature... but right now I still can't figure out how to apply this feature in a better way.
One can simply walking the 'path' continuously, keep adding up to whatever score they want. (cheat to get higher score)
I have to think of some good idea for its function to flourish, though...
Before wrapping up, here's something exciting:
I will upload the game's first demo soon-- on Scirra Arcade. :)
It's a demo to let players testing out the mechanics & puzzle elements, letting them know how this game plays first.
There are only 6~7 levels and they're demo exclusive.
And don't be over-critical about the levels, they are basically test levels put together.
Date is not confirmed but it'll be on the first week of August.
Next log, I will write about a couple of new elements in the game & also more details on the 'score system'.
Until then, love.