clever buttons
hi there, this is a devlog for a small game ive worked on for a while now.
this is far from my first game ive started on but my problem, like for many people, is that i never finish stuff since i loose interest after the tech is done.
this time it will be different, or so i hope, and to make sure of that i started with a few clear goals:
- as small scope as i can get away with
- no amazing new game design, just basic 2d-stuff
- use an existing engine
- dont write the perfect code, fast major hacks if needed
- causal enough for my mom to like
code - to at least have some tech challenge i decided to make a iphone game to learn a new platform and a new language - objective c, im using cocos2d since it seemed to fit my needs.
art - im horrible at graphics but can at least do some vector-drawing since it reminds me of code
not taking any risks here but ive redone the art many times to get the look it has now.
music - doing something different from what i usually do to make it more interesting
edit: tried some menu music makin'
the game consists of two game modes - a no time limit puzzle one and an fast paced 1-minute match one.
the elevator pitch for each game mode:
puzzle modethe goals is to remove the number of buttons from the screen indicated in the upper right by connecting 2 or more buttons of the same color.
additional game rules are introduced gradually, including:
you can not drag a new line over an existing one (left over from chains)
colored walls are removed by connecting a chain to them
loops remove both the buttons
and the lines completely
etc
this allows me to create some pretty challenging levels
you get a gold star if you finish the level on "par" number of moves
score attackthis is the secondary minor mode - buttons in 3 different colors fall from the top of the screen. connect them by dragging.
you can remove buttons in 3 ways -
chains
loops
traps (buttons caught inside the loop area)
chains gives less points than loops but spawns additional buttons from the bottom of the screen. basically the game play comes down to trying to find a balance between spawning new buttons with chains and creating loops for more score. there are extra stuff like stars that spawns if you get a 7-chain that you should trap for more points and range of different combos.
you have 60 seconds (you can however play after the timer reaches 0 due to chains the spawns new buttons mechanic) to score as many points as possible, a global highscore keeps track. you can get more time by doing high scoring combos:
this game mode is actually more fun than i expected it to be.
so why a devlog... well ive run out of steam again and need something to keep me motivated, to let me see progress.
some things left to do, i'll probably add more:
game center integrationmake more combos for score attack modemake loads of more levels for puzzle mode (have ~30, target is 100)finish menu musiccompose score attack musiccompose puzzle mode musicsfx-effects (very few)
while this game obviously wont result in high-fives from the hardcore indie crowd that is not my goal - the only goal is to actually finish something.
EDIT:game finished! a trailer can be found here:
and the game itself here (appstore):
http://bit.ly/lLaXtT