Hi there, I'm compiling this post from my recent dev logs. This will be a bit long.
Today's all about the game mechanics.
Let's jump right in shall we?
Since day 1, I've been working on building the basic structure of the game-- the stage.
It took me a couple of weeks to finalized the stage layout, and a function-able 'walk-around' game mechanic.
But first, have a glance on the interface:
Pretty self-explanatory here.
The design is very simple & straightforward.
For the fonts, I'm using these typefaces but it's not 100% confirmed.
The choices of color themes are actually "realm-base". When you play the levels inside this realm(or planets) you get the same theme. Yes, there will be other realms as well, but only available when the game is fully released. I'll be using this bluish-purple theme as default for my demos.
The Grid
Grid is there so you can have a more controlled situation. (or in my case, steps) It makes puzzling manageable. Same account goes to all the other elements(most) in my grid-based game--grid bounded.
If you have a keen eye, you'll notice that the tiles are not totally square:
It's 48x54 pixels to be exact. Why is that?
For me they looked more aesthetical in the game than total squares. So it's a design choice.
Character Positioning("Camera")
At the very early concept, the stage was stationery and the alien walks across the screen. But that may cause a problem as this restricts the moving area severely. If you want to increase the "reach" you have to decrease the grid size, it'll be harder to control the alien movements, and very hard for mobile players to see.
Thus, the alien will always be at the center of the screen and the map 'moves' around him.
It works better that way. I can make larger maps without much hassle.
Next, here's some of the elements on the level:
Glowing Orbs
It's the alien's main mission. You have to obtain all of them in order to pass the level.
Though the design it's not confirmed. (it may not even be orbs in the future)
Well... why would an alien with a space-craft have to obtain stuff physically? Why risking life walking into those traps? ...I have no answer for that. XD
Ground Spikes
While not showing in the log, it's but a simple puzzle element, just don't step on them!
Lazer Beams:
These are not really much a well thought elements to my degree, it's just a very convenient "puzzle device". If I have to use them officially, the lazers will be used in harder levels--and in adequate usage.
I've thought of making the beam reflectable to other angles but it may add difficulty to the coding, and also making the puzzle too complicated. Since I'm not making a puzzle solved by lazer reflections but by steps predominantly, I probably won't consider it.
Padded Grounds/Diamond Tiles
The diamond shaped paddings are something extra for the game. At first i don't feel it's necessary to the gameplay, but now I can see them work as a side-bonus to get additional points. (point system will mention on next log)
Triangle Spot
To enter & exit the level. But you have to get all the glowing orbs first--in order to be beamed up to the spacecraft.
Forgot to mention, when you die(hurt) in the game, there's no game over screen. The level simply resets & you return to the beginning spot.
Right now, there is no real puzzle elements in the game but those simple hazards (spikes & lazers), I hope to design some real good items/traps for puzzle soon.