Monday, January 27, 2014

Day 7: levels, levels, levels

I'm going to spend most of today designing levels that are fun and interesting, move in a logical progression of game features and difficulty, and actually provide some challenge to the player.

Other things that still need to get done:
- what happens when you beat the game? I don't know yet. Probably a celebratory screen and a 'play again' option.
- the level should reset upon death -- otherwise, you could die getting a key, respawn, and still have gotten the key. Seems silly.
- depending on how level creation goes, might want to throw in another challenge by limiting the number of gravity swaps you get on a given level. This information will be provided in the map strings and will be counted somewhere on the edge of the board. There should be a code for infinite swaps / swap counter does not display. Must change up/down arrows & spacebar code so that they keep a counter of the number of times they swap the conditional. (Presumably, wasting a swap in an upgrav or downgrav square will count against your total swaps. Oooh, mean!)
- if I limit the number of swaps, I also need a 'kill' key to reset the level if you mess up.

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