View Full Version : Pushing Block game
z3lda
01-09-2003, 06:15 PM
Hi, I'm currently developing a simple game of pushing blocks to move them to clear a path, but I'm having trouble comming up with puzzles. Anyone developed a similar game that could give me some hints :).
The game only allows for pushing of a block, no pulling.
John
bstone
01-09-2003, 06:44 PM
This thread (http://www.dexterity.com/forums/showthread.php?s=&threadid=113) has a plenty of great posts on the subject, so consider studying it thoroughly.
hanford_lemoore
01-09-2003, 10:52 PM
Or search for "sokoban" on the web.
Midnight
01-10-2003, 05:24 AM
Sort of on topic...
I thought it was funny (if, perhaps, unfortunate), how many of the "expanded Sokoban" type games came out this year. These are the types of games inspired by the classic "Chip's Challenge", which took the Sokoban genre but spiced it up with a variety of new things, traps, monsters, buttons to push, etc.
I had started working on our own, Wonderland, a few years ago and then let it go, only to seriously revisit and finally release it in 2002.
Of course that year saw the release of Fitznik, The Goobs, Miko and Molly, Stockboy, Roknor's Bad Day, as well as a handful of new Sokoban clones... when to my knowledge not much of anything in that direction came out in years prior. (correct me if I'm wrong)
[Edit: as a side-note, I thought it was interesting how everyone took the same basic concept and came up with games that had quite a different look&feel to them]
Not a question, just an observation how many people get similar ideas at the same time. (anyone remember those Asteroid, Joan of Arc, and Volcano movies that came out in synch a few years ago?)
:)
RedClaw
01-10-2003, 05:50 AM
The "Arcade Lines" genre is another one like that. It seems like dozens of those have sprung up in the past year.
bstone
01-10-2003, 07:28 AM
Beware of the evil psychological trick!
Once your perception is concentrated heavily on some "very original" idea or object you suddenly start to see this idea/object all around. It's similar to buying a new car of specific model. First you are proud about only a handful of individuals in your city having it. But from that very day you start to see it on an annoyingly regular basis :)
z3lda
01-10-2003, 07:30 AM
Hey thanks for the info about sokoban, now i have a better idea/understaniding. I was having problems comming up with block placement..etc to setup a puzzle.
Pushing blocks is just 1 element of the game I'm working on. Hopefully I will finish it :).
John
Fitznik started out as 'Paganitzu Revisited'. Apogee didn't want to run with it but Scott said what I had written looked good enough that I could probably do ok if I changed the name and graphics.
I actually changed quite a lot more than that in the long run. Removing action elements, requiring levels to be solveable in you mind by looking at them (ie no unpredictable changes) and making the game so that you could play levels in any order. It ended up taking on a flavour of its own.