Releases: MuteMini/Sokoswitch
W04.1 Progress Update
Not a lot of gameplay stuff has changed through the past week, but some changes in level file saving and mechanics have been changed.
- Uses a JSON file format, called ".level", that is responsible for spawning in all of the entities.
- Added Limiter blocks, a block that is only considered "solved" if the bar on the right is filled up.
- With the Limiter, added new methods into Block that seperates a direct switch and indirect switch as well as a direct switchPossible and indirect switchPossible.
- Uses BFS to find filled up limiter blocks and "closes" input on the rest of the block chain that is connected.
W03.2 Progress Update
How to play the game:
Move with WASD or ARROW KEYS. Press SPACE to switch a block. Press Z to undo. Press ESC to leave a puzzle.
- Gameplay
- Added new world screen, separating gameplay and level choosing.
- Changed up .world json parsing to fit new world screen.
- Add paths that extend after a level is completed.
- Design
- New pixel sprites.
- Better world screens with branching roads to give users choice.
- Functionality
- Uses binary numbers to display new adjacent sprites.
- Changed TextureRegion with TextureAtlas.
W02.1 Progress Update
I would say compared to the last update (W01.1), this is a playable release except the fact that there's no control instructions, so here's the instructions.
Move with WASD or ARROW KEYS. Press SPACE to switch a block. Press Z to undo.
Another week has gone by, and a lot of things have changed. Here are a few additions/progress I've made on the game.
- Gameplay
- Added locked blocks.
- Added block joining - moves together once they're adjacent.
- Added an undo function.
- Added an "inverse" player - moves the opposite way the user inputs.
- Collision with multiple players and inverse players work correctly.
- Added a level selector-like world for play testing purposes.
- Design
- Players now rotate when changing direction.
- Separated block and on off design to make blocks look uniform.
- Separated loading with gameplay using AssetManager. Game starts with a loading screen.
- Camera centers for only one player in the players array.
- Functionality
- Uses JSON.simple to place level entering tiles, will be using this to create save files.
- Worked with AssetLoaders and created custom ones - able to load any files using AssetManager now.
All of my detailed plans and work is on my public Trello board. The link to it is right here.
W01.1 Progress Update
Alright, here is a week of progress - learning libGDX and using the knowledge to create something has been pretty, pretty difficult. I'm slowly getting the hang of it though.
W01.1 means
- W - Week
- 01 - First week (June 15th 2020 is the zeroth week)
- .1 - First day of the week
W01.1 is June 22nd, 2020.
I'll be using releases to keep up with the progress I've made and also to document the process of this game's development.
Currently, Player movement has been added. Blocks push and cannot be overlapped on each other. Blocks can be turned on and off. A BlockWrapper class has been created to hold multiple blocks - blocks that are connected together.