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1065453 Posts in 43463 Topics- by 35488 Members - Latest Member: chaosemerald

November 21, 2014, 06:57:42 PM
TIGSource ForumsFeedbackDevLogsOne Last Path
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pitpony
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« on: November 18, 2014, 05:31:15 AM »

Right, enough lurking, I figure this is the right time, and place, to introduce my project and finally drag it to completion.

A bit of History

For this next bit, we need to travel back in time...



The date is the 6th December 2011; I had an idea for an iPhone game that mixed the tile laying mechanics of Carcasonne with some light roleplaying mechanisms, all tied up in a nice Puzzle-type package.

Commence 6 months of fairly pacey work culminating in the project being put on hold in August 2012.

Fast forward slightly to June 2013 and I decided to resume the project with renewed entusiasm. By July 2014 I had once again cancelled the project - in fact I'd had enough of things in general.

This bring us around to present time where, since about October, I've been working on the game again.

(There's a valuable lesson in here somewhere about taking a short break rather than quitting  Wink).

About the Game



In One Last Path, you lay tiles in order to reach the exit. You don't control the character directly but instead, once a set time has elapsed, the character will begin to follow the path you have laid.

Along the way you'll need to overcome obstacles. This is done by collecting items, stored in your inventory, which can be used to overcome these obstacles.

For example you may place a bridge to traverse water. You may destroy a wall in order to lay down a new path. You may reverse the direction of the character to take another path.

I plan on the game having a light story which I'll tell through the environment and the npc's you meet.

About the Tech & Tools

I'm using cocos2d as the framework for the game.

I've custom built a bespoke level editor for the game. This is written in JavaScript with a Ruby API taking care of data storage. I wanted the ability to rapidly prototype levels and I think my web-based level editor achieves this.



Next Steps

I'm very much moving onto gameplay as I begin building the early levels. I need artwork and new obstacles to flesh out this gameplay. There remains a fairly subsantial backlog of items in order to get this game into a Beta state.

Pics, GIFs and Stuff



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Fenrir
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« Reply #1 on: November 18, 2014, 05:36:44 AM »

It seems really nice, congratulation for the work done so far!

I don't get something, tiles you get are picked randomly like in Carcassone or you can choose the one you'll play?
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pitpony
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« Reply #2 on: November 18, 2014, 05:45:08 AM »

Thanks Smiley

The tile is random but you can always see what is coming next.

In that last image, the tiles at the top show you what's coming next. The tile on the far right is the next tile and the two to the left of it are the next two.

So there's an aspect of managing the space. You can get rid of useless tiles by destroying them with explosives (one of the inventory items its possible to collect).

I did contemplate allowing you to select one of the three tiles coming next. But I quite like the simplicity of just tapping and getting the next tile.
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pitpony
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« Reply #3 on: November 18, 2014, 05:50:13 AM »

As I re-read that, I wonder if it would be better if I provided a bank to temporarily store a tile. So I'd just show the tile coming next but you could opt to store it in a bank to the left. What do you guys think?
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Fenrir
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« Reply #4 on: November 18, 2014, 06:03:47 AM »

Quote
As I re-read that, I wonder if it would be better if I provided a bank to temporarily store a tile. So I'd just show the tile coming next but you could opt to store it in a bank to the left. What do you guys think?

Yep I definitely thought about this solution when reading your message, it worths a try. Smiley
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pitpony
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« Reply #5 on: November 18, 2014, 06:06:50 AM »

Absolutely. I think I'll give it a try next. Smiley thanks
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