Showing posts with label download. Show all posts
Showing posts with label download. Show all posts

Saturday, October 13, 2007

Demo Two

Edit: Updated the prototype. Now it supports a more "ecological" system and multiple-brushstroke entities.

After drawing, scroll your mousewheel down to plant what you drew. This will also change all your brushes. Scroll your mousewheel up to discard whatever you just drew. That doesn't cycle your brushes.

Because of egregious slowdown, only one entity can grow at a time. The others will grow: it's a first come, first serve queue.

You can click on an entity to delete it. This allows you to prune "ugly" mutations. However, this may turn out to be awkward, because Flash's hitTest system leaves much to be desired. :P

Next step: make multi-brushstrokes "adhere" to each other instead of drifting independently. This is also a first step towards layered entities...

Original post:

Here's the flash prototype for my paint game, part two. This version has better brush variation and a basic system of evolution: when you stroke with a brush, it will grow in the background. The game makes a wild guess as to whether it's supposed to float or grow from the ground.

Still very prototypy, but I felt like sharing it. You can get some really nifty things out of it.

Obviously, there's a lot of work left to be done... but I have some good ideas.

Sunday, January 07, 2007

I Coulda Been a Contenda

Huff, puff, trying to get back into theorizin' shape.

This here's an essay on Science Fiction. More specifically, all the fun and wacky variants! It's a list of all the facets I could think of. See if you see anything you like.

I suggest not trying to read it through. It's a bit repetitive. Instead, skip anything that bores you. I, uh, should warn you. It's pretty detailed, and definitely only a first draft.

Science Fiction facets

Saturday, September 23, 2006

Bubeq!

Working on Flash. Here's a simple game. It's flash, but should be given its own window due to dimensions:

Bubeq!

This is the FIRST game I've made, but it's actually more than it seems. This is "Bubeq Flat". You play by clicking on the bubbles you want to pop. The cost of popping a bubble is noted in the upper right, and slowly increases. There are five hundred bubbles to deploy before deployment stops. Normally, you'd lose when the bubbles reach the top, but not in this build.

This game is not a final game. Not only is it missing things like win conditions and options, it is actually a restricted version of the "real" game.

The way it's built, this version of Bubeq clears three-of-a-kinds (vertical and horizontal). However, the code supports the ability to put in ANY patterns you want cleared. For example, maybe "blue-green-blue" gets cleared, or "yellow-white-white-yellow" (it's best to make them reversible). Moreover, it can be horizontal only, vertical only, or both. Plus, each pattern can be worth a different amount.

The basic idea is that you "buy" patterns. So, when you start, maybe you start with clearing only threes-of-a-kind. But after the level, you can purchase other patterns - easier or harder - to make your life more profitable. If these purchases are linked to equipment, it will not only change the way you look with each purchase, but also limit what patterns can be equipped simultaneously.

It's going to be brutally complex for the player, but not for the programmer... I think most levels will only use 3 or 4 colors.