It's been a bit, I've had some time off, and time to work.
What we have here is something a little closer to what the game will look like. There is a planetoid looking thing in the center with some eyeballs on it, and the blocks that fall wrap around it in a very segmented cylinder. When the satellite and floating pieces above move, they actually rotate around the whole thing (though this is hard to see with the perspective).
The second half of the video shows a bug that occurred while attempting to rotate the blocks into a solid circle.
So lets talk about the way things should be shaping up. In my game you control a satellite which collects space debris, then dumps and guides it onto a mining scaffold above a planet for further refining and usage (blocks fall, colors collect and match, then need to be destroyed). Now since you are actively collecting these blocks for usage, having the whole scaffold full is not the end of the game, just that you will not have room to properly place more until you "refine" the minerals you have in place.
This is kind of up in the air, but I'm trying to keep this active, so that you decide how you will destroy and chain them together, rather than relying on that correct "bomb" to drop, or that damn straight line piece.
Refined blocks get destroyed and put forth for different uses. So while the basic game is a puzzle game, really it is a resource strategy game that uses a puzzle for it's collection and attack methods (more on those later)
When you are attacked your scaffold of blocks provide the most basic protection, and after that your planet can come under fire, which when sufficiently hammered is game over for you.
1 comment:
i could try it sometime when you're done. ¿what are you using for it? ¿lua?
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