Together Forever
A quick game prototype about bringing blocks together...forever.
Release Notes:
Only 3 test levels, which are editable in notepad (or equivalent). Base game mechanism in place, zero polish so far. I want to make a proper level editor at some point.
Download (0.2):
Version History:
0.2
- +When creating destinations, stop if there is a vacant space below the row for a second time. i.e. don't allow players to move more than once space into the air
- +Once the piece I move is at its final resting place, make ALL other game pieces have falling state, in case I moved out from under some of them
- +If game piece is dead, ensure its collider does not get in the way
- +Make matches in all 3 directions at once be possible
- +Make moving left and right smooth lerping, not instant move.
- ?Sometimes (usually in bottom row?), you click through gamepiece to Tile underneath. Perhaps this will be a non issue once the levels don't have tiles (once they're based on level files or something)
- +Get level fileIO working properly (switched to embedded TextAsset Resources)
- +You can no longer click on dead game pieces and it brings up destinations
- +make levels completed when all game pieces are dead
- +load multiple levels (1-3 or something, as levels complete)
- +Switches don't turn green any more when activated.
- +When already on top of a locked door, and the door becomes open, blocks don't then fall through the newly opened doors.
- +Now when falling, I no longer stop on open doors, because they are not BOARD_SLOT_VACANTs
- +When falling onto block that has just fallen, block 2 goes through block 1
- +Blocks never leave falling state even when they land on a wall.
- +When doors are open, and player moves a block, there is an available destination on the open door. There shouldn't be.
- +Switches cause bug with clicking. Sometimes clicking gamepiece results in nothing.
- +When you match and "kill" a gamepiece that was on a switch, the switch doesn't get "triggerExit2D" event, so it doesn't deactivate.
- +When game piece is activated (clicked to select destination), make eyes follow the mouse position.
- +When game piece is selected, change mouth to be excited.
- +Idle mouth is too thin. Can't see it at small res/scaled down
- +make default state of blocks be READY_TO_FALL so we can start levels with blocks in mid air if we want
- +When falling, don't fall one block at a time. Check to see where I should land, and make destination that slot
- +Weird bug where level ends before blocks match
- +Pieces no longer fall corectly with new state machine, but matching block above does not get flagged for kill (see level1)
- +Bug: On transition to new level, pieces that are in the air are stuck ready to fall forever.
- +Revamp of MOVING_PIECES state machine work flow
- +change setCurrentState in GamePieceScript so that it does internal checking for illegal states (i.e. if state is dead, don't change it)??
- +Basic GUI for menu and restart level. Menu is a stub.
- +Updated artwork for game tiles, made them have faces, made faces change, follow mouse, etc.
0.1
Initial prototype release. Nothing to write home about, but the core mechanism is in place.