damocles
02-24-2004, 05:56 AM
Mini compo with great* prizes!!!
(Read on for compo details; scroll down if you’re only interested in helping beta test)
I’m busy re-developing a game I created a while ago that was not very great, but with a little reworking can be pretty good. The game is a puzzle based game based around matching, special events and logic/planning. Originally the game was played over a never ending series of ever more difficult levels. Now I’m switching to a level based system with a different puzzle for each level. I am going to include 50 levels in the final game which is going to take a long time to design, so I thought – MINICOMPO! That’s right, I’m looking for people to submit level ideas to help ease the workload and allow me to concentrate on the development more.
Any level that is included in the full game will win you a full version of the final game, your name in the credits/readme as a level designer and a link to a site of your choice from the game’s website. Also, my undying love ;)
Download the beta of the game here:
Beta Installer (http://homepage.ntlworld.com/dave88/aztecgoldbeta.zip)
(6MB download – yeah I know it’s a bit sizey)
The beta version currently has no options, no support for resolutions other than 800x600 and is lacking music. Also, a lot of the graphics still need updating so expect to see the occasional really crappy graphic. It may also crash in the menus and while exiting, but should be stable during the game. There are only 10 levels in it so far (this is going to be the number of levels in the trial version) but there is no trial limit reached screen yet so level 11 will be unplayable. Also, the rune tiles in level 10 are lacking the sound/graphical notification that something magical is about to happen – it just kind of happens.
HOW TO PLAY:
You play the game by moving tiles into the gap (click an adjacent tile and it will move into the gap). On the right is your available movement allowance. It costs a small amount of movement to move a tile and when you run out it’s game over. More movement is made by matching tiles together. Match several tiles in a chain and the movement you gain increases. The ultimate goal of each level is to move the key tile over to the lock (simply move it adjacent to complete the level). All other advice is given in the pre-level hints.
I’m hoping to get the game to a complete state (minus the level designs) in about 3-4 weeks so I’m, going to have a closing date of March 25th for the compo.
The levels can be submitted in one of two ways, either as a word document or as a image. Here’s the image of the board:
board image (http://homepage.ntlworld.com/dave88/board.jpg)
And here’s a blank board in a word document:
Board Word File (http://homepage.ntlworld.com/dave88/board.doc)
To help you understand the board layouts more, here are levels 2-10 in word format (zipped file)
Boards.zip (http://homepage.ntlworld.com/dave88/boards.zip)
There are many special tiles that can be used to create levels. I’d appreciate it if you used the same format I have been using, but I am willing to accept level descriptions if they are detailed enough. The format I have been using is:
S = starting position for player
K = Key starting position
L = Lock starting position
Mv = Movement tile (match two together for movement bonus)
Ch= Chameleon tiles (they cannot be matched, instead they imitate the color of adjacent tiles – only destructible by explosives)
Cb = Colour Bomb. Causes nearby tiles to become red and then match for huge bonuses.
W = wall – immovable and only destructible by explosives.
M = match – used to light the fuse of bombs
B = Bomb – must be lit then 15 seconds later it explodes
Bl = Bomb Lit = a bomb that’s fuse is already lit
T = Time – when playing timed games, gives large time boosts
D = dud – a blank tile that cannot be matched only destroyed by explosives
V = Vine – a vine starts to grow around the tile. Eventually it will engulf the tile making it immobile and then starts to spread to adjacent tiles. Vines can be removed by vine bombs and by matching coloured tiles together that have vines on them.
SV = Super Vine – like normal vines but grow and spread much faster
VB = Vine Bomb – match them together to release a vine poison cloud that removes nearby vines.
Dy = Dynamite – explosives that are detonated using the detonator tiles
Dt = Detonators – when two are matched together all dynamite in the level explodes
R# = Rune where # equals a unique identifier, see runes explanation below:
Runes:
Runes are special tiles that when matched together they cause a sequence of events to activate. These events use a flexible scripting system I’ve developed and can effectively do anything. For example, in one level I have designed, a rune when matched starts swapping two tiles every 3 seconds. The player uses these swapping tiles to swap the key and the gap to the other side of a wall and so can match the key/lock together.
You can have up to eight different runes/sequences in a level which is where the # in the R# for a rune tile comes in. The different runes each look different and must be paired according to their sequence number.
Use your imagination. If the current scripting system doesn’t support your idea but the idea is good then I’ll simply program support for your idea :)
Also, if you have ideas for any special tile types that you think could improve the game; feel free to submit those too.
Please send your submissions to:
dave88@ntlworld.com (mailto:dave88@ntlworld.com)
And please use the subject “Aztec Gold Competition)
BETA TESTERS
(It’s not really a beta, more like a late stage alpha as a lot of the interface work still remains untouched, but the game is in place)
For those who only want to beta test, download it here:
Beta Installer (http://homepage.ntlworld.com/dave88/aztecgoldbeta.zip)
The beta version currently has no options, no support for resolutions other than 800x600 fullscreen and is lacking music. Also, a lot of the graphics still need updating so expect to see the occasional really crappy graphic. It may also crash in the menus and while exiting, but should be stable during the game. There are only 10 levels in it so far (this is going to be the number of levels in the trial version) but there is no trial limit reached screen so level 11 will be unplayable. Also, the rune tiles in level 10 are lacking the sound/graphical notification that something magical is about to happen – it just kind of happens.
Please provide information about performance, your system specs, any bugs you found, any ideas you have for improving the experience and any problems encountered such as display issues, sound problems, etc.
Submit errors and suggestions to:
dave88@ntlworld.com
And please use the subject “Aztec Gold Test”
Thanks for your time and help.
*When I say great, I do of course mean naff :)
(Read on for compo details; scroll down if you’re only interested in helping beta test)
I’m busy re-developing a game I created a while ago that was not very great, but with a little reworking can be pretty good. The game is a puzzle based game based around matching, special events and logic/planning. Originally the game was played over a never ending series of ever more difficult levels. Now I’m switching to a level based system with a different puzzle for each level. I am going to include 50 levels in the final game which is going to take a long time to design, so I thought – MINICOMPO! That’s right, I’m looking for people to submit level ideas to help ease the workload and allow me to concentrate on the development more.
Any level that is included in the full game will win you a full version of the final game, your name in the credits/readme as a level designer and a link to a site of your choice from the game’s website. Also, my undying love ;)
Download the beta of the game here:
Beta Installer (http://homepage.ntlworld.com/dave88/aztecgoldbeta.zip)
(6MB download – yeah I know it’s a bit sizey)
The beta version currently has no options, no support for resolutions other than 800x600 and is lacking music. Also, a lot of the graphics still need updating so expect to see the occasional really crappy graphic. It may also crash in the menus and while exiting, but should be stable during the game. There are only 10 levels in it so far (this is going to be the number of levels in the trial version) but there is no trial limit reached screen yet so level 11 will be unplayable. Also, the rune tiles in level 10 are lacking the sound/graphical notification that something magical is about to happen – it just kind of happens.
HOW TO PLAY:
You play the game by moving tiles into the gap (click an adjacent tile and it will move into the gap). On the right is your available movement allowance. It costs a small amount of movement to move a tile and when you run out it’s game over. More movement is made by matching tiles together. Match several tiles in a chain and the movement you gain increases. The ultimate goal of each level is to move the key tile over to the lock (simply move it adjacent to complete the level). All other advice is given in the pre-level hints.
I’m hoping to get the game to a complete state (minus the level designs) in about 3-4 weeks so I’m, going to have a closing date of March 25th for the compo.
The levels can be submitted in one of two ways, either as a word document or as a image. Here’s the image of the board:
board image (http://homepage.ntlworld.com/dave88/board.jpg)
And here’s a blank board in a word document:
Board Word File (http://homepage.ntlworld.com/dave88/board.doc)
To help you understand the board layouts more, here are levels 2-10 in word format (zipped file)
Boards.zip (http://homepage.ntlworld.com/dave88/boards.zip)
There are many special tiles that can be used to create levels. I’d appreciate it if you used the same format I have been using, but I am willing to accept level descriptions if they are detailed enough. The format I have been using is:
S = starting position for player
K = Key starting position
L = Lock starting position
Mv = Movement tile (match two together for movement bonus)
Ch= Chameleon tiles (they cannot be matched, instead they imitate the color of adjacent tiles – only destructible by explosives)
Cb = Colour Bomb. Causes nearby tiles to become red and then match for huge bonuses.
W = wall – immovable and only destructible by explosives.
M = match – used to light the fuse of bombs
B = Bomb – must be lit then 15 seconds later it explodes
Bl = Bomb Lit = a bomb that’s fuse is already lit
T = Time – when playing timed games, gives large time boosts
D = dud – a blank tile that cannot be matched only destroyed by explosives
V = Vine – a vine starts to grow around the tile. Eventually it will engulf the tile making it immobile and then starts to spread to adjacent tiles. Vines can be removed by vine bombs and by matching coloured tiles together that have vines on them.
SV = Super Vine – like normal vines but grow and spread much faster
VB = Vine Bomb – match them together to release a vine poison cloud that removes nearby vines.
Dy = Dynamite – explosives that are detonated using the detonator tiles
Dt = Detonators – when two are matched together all dynamite in the level explodes
R# = Rune where # equals a unique identifier, see runes explanation below:
Runes:
Runes are special tiles that when matched together they cause a sequence of events to activate. These events use a flexible scripting system I’ve developed and can effectively do anything. For example, in one level I have designed, a rune when matched starts swapping two tiles every 3 seconds. The player uses these swapping tiles to swap the key and the gap to the other side of a wall and so can match the key/lock together.
You can have up to eight different runes/sequences in a level which is where the # in the R# for a rune tile comes in. The different runes each look different and must be paired according to their sequence number.
Use your imagination. If the current scripting system doesn’t support your idea but the idea is good then I’ll simply program support for your idea :)
Also, if you have ideas for any special tile types that you think could improve the game; feel free to submit those too.
Please send your submissions to:
dave88@ntlworld.com (mailto:dave88@ntlworld.com)
And please use the subject “Aztec Gold Competition)
BETA TESTERS
(It’s not really a beta, more like a late stage alpha as a lot of the interface work still remains untouched, but the game is in place)
For those who only want to beta test, download it here:
Beta Installer (http://homepage.ntlworld.com/dave88/aztecgoldbeta.zip)
The beta version currently has no options, no support for resolutions other than 800x600 fullscreen and is lacking music. Also, a lot of the graphics still need updating so expect to see the occasional really crappy graphic. It may also crash in the menus and while exiting, but should be stable during the game. There are only 10 levels in it so far (this is going to be the number of levels in the trial version) but there is no trial limit reached screen so level 11 will be unplayable. Also, the rune tiles in level 10 are lacking the sound/graphical notification that something magical is about to happen – it just kind of happens.
Please provide information about performance, your system specs, any bugs you found, any ideas you have for improving the experience and any problems encountered such as display issues, sound problems, etc.
Submit errors and suggestions to:
dave88@ntlworld.com
And please use the subject “Aztec Gold Test”
Thanks for your time and help.
*When I say great, I do of course mean naff :)