Archive for January, 2012

Menus…

Jan 30 2012 Published by under Flash

Since I’ve got a full collection of levels, I’ve been getting into the few remaining tasks left in the prequel’s code.  Right now, there are four important features that are still missing:

  • A pause menu
  • A comic strip viewer
  • Save data
  • Cheat codes

The main menu is coded, and it includes a nice little level select grid with 25×25 pixel thumbnails of each level (1/20th of normal scale).  These are rendered from bits of the game’s actual level data, which means that if I make changes to the levels, the thumbnails will automatically stay up-to-date.  Here are the thumbnails for the first two chapters.  How cute!

Have a nice Monday night.

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January 26th: The end of Design Levels December.

Jan 26 2012 Published by under Flash

So…it took about twice as long as I was expecting, but I just finished the 40th level for Company’s prequel.  I’m still probably going to revise things here and there, but there are 40 functioning levels and all of the puzzles are in.  What a milestone!

I’m feeling good about the game’s conclusion.  I’ve been planning it out during the past few months of work, and it’s pretty strange to finally see it in action.  It should work in completely different ways for the people who’ve played the original and the people who haven’t, which is exciting to me.

David’s music is also starting to come together, and it’s sounding marvelous.  What else would we expect from him at this point?

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More levels…

Jan 20 2012 Published by under Flash

Level design continues.  I just finished the 37th out of 40!  Some of you might note some familiarity in this one…

As has been the norm lately, this level doesn’t have any detail objects yet, so the final version will also have various nubbins and doodads decorating the scene.

Ben’s illustrated comic panels are coming along really well–there are now 10 out of 15 completed.  David is also still hard at work on the music (sound comes soon), but it’s tougher to gauge his progress with numbers.

Suddenly, it feels like we’re getting close to the end of the project.

Numbers are fun, so here are a few:  I just checked and the game currently has around seven hundred lines of dialogue.  For comparison, the original had about fifty lines of monologue.  Hooray!  Some might think that “more words” isn’t necessarily “more better,” and those people are exactly right.  However, the tone of this game is much more conversational (since it’s not all about a hermit this time around), and it’s much longer, too, so I think the extra text is appropriate.

Oh, also, the original game was under 2,000 lines of code in total, and the prequel is already past 6,000.  2,000 of those are just level data, though, and half of that 2,000 is just the tile maps.  Here’s the above screenshot’s tile map because…I dunno, it looks kinda neat.

maps[36]=[[1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
          [1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
          [1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
          [1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
          [1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
          [1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
          [1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
          [1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
          [1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
          [1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1],
          [1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1],
          [1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1],
          [1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0],
          [1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0],
          [1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0],
          [1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0],
          [1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0],
          [1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0],
          [1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,1],
          [1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,1],
          [1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,1],
          [1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,1],
          [1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1],
          [1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1],
          [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1]]

This is just the map of the terrain–each level also needs data for game objects like switches, characters, and doors, plus scenario data like hotspots, dialogue, triggers for dialogue, etc…but those don’t look particularly interesting.  If you’re curious about the hotspots, dialogue triggering, and NPC behavior, you can check out this earlier post that covers those topics .

Note that the data is a 1:1 representation of the level where each number is one 20×20 pixel tile, but it’s mirrored across an imaginary diagonal line that extends from the top left to the bottom right.

Pop quiz for programmers who are interested in tile-based games:  What’s the purpose of that mirroring?

3 responses so far

Swampiness

Jan 13 2012 Published by under Flash

First things first:  We’re now up to 24 properly dressed levels.  They look awesome.  Go team!

I’m still revising nine more levels after the dressed ones, and then there are seven remaining that don’t exist at all yet.  We’re getting close!

The polish is also starting to show, which is incredibly satisfying.  Here’s a new screenshot of chapter four (The Swamp) with various tweaks and changes.  Note that this level isn’t dressed yet, so there are no scenery objects.

The most recent addition is the layer of grass on top of the tiles.  It’s fancier than you might expect at first glance–since materials in the game (like the default Swamp material) can have randomly bumpy edges, the grass has to conform to those curves.  Luckily I found a simple way to handle this, and it looks nice, even up close!

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Level dressing

Jan 08 2012 Published by under Flash

Hey there–hope your years are off to a collectively good start!

First off, lookie there, our “beginning of the year” deadline has whizzed by.  What a surprise!  It’s all good, though–we’re continuing to make solid progress, and we’re getting closer to the end all the time.  The game’s art is close to being finished, for instance!  I’ve been working with Ben on the game’s visual polish a lot over the past few days, so here’s a nice new screenshot for you to check out.  Ben placed all the detail objects in this scene (chairs, shelves, etc), so it looks much more aesthetically pleasing than before.

Also, will you check out that sweet-ass purple carpet?

One response so far