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1028980 Posts in 41338 Topics- by 32937 Members - Latest Member: zacjamescreative

August 01, 2014, 06:24:32 PM
TIGSource ForumsFeedbackDevLogsblue:I
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happymonster
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« Reply #15 on: April 04, 2013, 11:26:01 PM »

Indeed Smiley
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happymonster
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« Reply #16 on: April 06, 2013, 02:42:14 PM »

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happymonster
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« Reply #17 on: April 07, 2013, 05:50:18 AM »



So, what is blue:I?

blue:I will be a tile based sandbox game with a full level editor. The player will be able to draw their own levels very quickly and easily (as well as play through the ones with the game, or other user-created levels). The level editor will be capable of creating fast arcade style action similar to Gauntlet, as well as logic puzzles such as those used in Chips Challenge and Boulderdash. If there is enough interest I hope to increase the types of tiles available so as to allow more possibilities and more complexity in the puzzles and game.


Clues:

blue:I is a tile based game.

The player has the ability to shoot fire arrows.

There will also be logic based puzzles using different block types.

The levels will contain both branching and singular paths to move within as the player explores the different levels.

The player will take the form of a blue smiling face and will move from tile to tile in a similar manner to tile based games such as the many variants on Boulderdash. However although tile based the tiles themselves will slide smoothly from one square to another.

Like Wizard of Wor the player will be able to fire in multiple directions as they try to kill attacking monsters.

Inspired by Dandy Dungeons (also the inspiration for the Gauntlet arcade game), blue:I will feature fast paced gauntlet style action using a tile system.

The levels can also contain logic puzzles similar to Chips Challenge with various tile types and logical rules (such as keys, doors, etc..)

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happymonster
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« Reply #18 on: April 07, 2013, 01:39:48 PM »

I've gotten the first simple map editor working, still very basic, but you can draw and erase tiles on the map and is automatically saved on exit and loaded again on start-up.

Feeling good! Smiley
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tchassin
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« Reply #19 on: April 07, 2013, 04:35:49 PM »


I like this. I may be better with simpler lightning, though.
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happymonster
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« Reply #20 on: April 07, 2013, 11:24:11 PM »

Do you mean the shadow or the lighting on the letters?
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happymonster
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« Reply #21 on: April 08, 2013, 02:16:45 AM »

I've spent some time thinking about the design for the game. More specifically about the way to store the details for the tiles. I do have some old Key-Value linked list code with inheritance which I could use, but one concern would be the speed of all the getters and searchers for all the tiles in the map.

I could hard-code everything which in some ways might be quicker as there will never be hundreds of tiles. But I instinctively recoil against that kind of coding now! On the other extreme the game could have full scripting support, with all the tiles basically working from scripts. Again though, that's probably overkill for a game that will be quite simple, and might have speed implications also.

So, I'm going for my trusty favourite: Config files with inheritance that are read in only on start-up directly into object structures. This is a semi-flexible approach and lets me alter some values quickly and combine attributes to make new tiles, whilst specific behaviour (like opening doors, monsters moving towards the player) will be done in game.
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happymonster
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« Reply #22 on: April 08, 2013, 11:38:23 AM »

Messing about with the level editor

For the Player and Monster sprites I've tried to make them look a little toy like and have shaded around the eyes to achieve a certain style. I'd like the whole look of the game to be more toy like than a horror or more traditional fantasy setting.



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surt
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« Reply #23 on: April 08, 2013, 01:05:13 PM »

Nice, is that hand rendered or using one of your fancy scaling/shading/thingies?
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« Reply #24 on: April 08, 2013, 01:11:09 PM »

Sounds like the kind of game I'd like to play, not sure about the current graphic style but it's not a deal breaker. To be precise… If everything's so stylized there's no need to add a layer of "volume" over everything, gives me the same feeling when I see some "3d" Photoshop effects applied to a font (maybe it's just a personal preference).


btw for anybody interested in Chip's Challenge: a remake is on its way, looks promising! The author of the original is also onboard, worth checking out.
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« Reply #25 on: April 08, 2013, 01:19:53 PM »

It's all hand-drawn, using far too many shades for the pixelation purists to be happy about!

The graphics will be replaceable anyway, and also aren't set in stone yet. Smiley
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« Reply #26 on: April 08, 2013, 04:29:05 PM »

It won't be a straight remake of WoW though. Smiley
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« Reply #27 on: April 08, 2013, 08:37:27 PM »

It's all hand-drawn, using far too many shades for the pixelation purists to be happy about!

The graphics will be replaceable anyway, and also aren't set in stone yet. Smiley
Haha I'm the opposite of a pixelation purist (always posting my pixel art in jpg :D ) …But even as is it already looks better than Windows version of Chip's Challenge so that's a good start – I adore the game but man the graphics are ugly in that version >_< …(fortunately there's Tile World!) Anyway I didn't know about some of the games you posted as reference, will have to check them out.
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happymonster
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« Reply #28 on: April 08, 2013, 11:19:01 PM »

Thanks! Smiley

I think the handheld Lynx (and Atari ST) version of Chips Challenge had better gfx than the windows one. But they weren't amazing by any means!

I'm working on the level editor some more at the moment.. Smiley
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« Reply #29 on: April 09, 2013, 11:32:10 AM »

I've expanded the map editor gui to be 8 x 16 tiles in size and added a working minimap and quick art icons for the various drawing (freehand, line, box, fill, rush and undo) as well as other options:



This will let me show 80 tiles at once as well as the minimap and level editing view. A lot to do for the editor, but it's starting to take shape. Smiley
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