walsh9 / 7drl2016 Goto Github PK
View Code? Open in Web Editor NEW❇⚡ Bisby's Escape - A turn-based digdug-like where you drop mystery crates on enemies.
Home Page: http://walsh9.github.io/7drl2016/
License: MIT License
❇⚡ Bisby's Escape - A turn-based digdug-like where you drop mystery crates on enemies.
Home Page: http://walsh9.github.io/7drl2016/
License: MIT License
The only actions are four directions. It should be easy to add swipe moves and / or some onscreen tap buttons
Sounds cues for
Maybe
A title screen would be nice
Possibilities
There should be 7 levels. Level 'B2' should not open onto the surface.
If the first screen renders before the google font downloads the status section shows the default font instead of the cool font.
This can be fixed by loading the font with Web Font Loader before starting the game.
We only use it to preload assets and draw tiles (with fancy color tints and indexed with a fancy json file but still).
I don't think we need all of Pixi just for that.
More details! Screenshots. Version information.
Some things would be more clear with smooth inter tile animation. It would also look cool.
Normally you automatically lose if you get trapped and can't move to a new square. But if you get cornered by an open exit door, the game should let you use it.
Forgot to add a license.
I usually like that you can't walk into enemies to accidentally kill yourself, but the game should probably detect this checkmate situation and let you die.
What about 'space' to restart instead of any key?
#4 will need some sort of UI.
At the very minimum mute, a mute/unmute key and some sort of onscreen indicator for mute status.
When enemies fall back to the randomWalk action, it only tries one direction before giving up.
It should try them all, so enemies don't skip a move when they have an available move.
(The player can't wait, so it's not great consistency if enemies wait)
Either automatically pick it up
OR
Don't generate maps where you start on a pickup (better)
Crate that digs through ground below it (:arrow_down:) seems like kind of a dud.
A crate that creates walls could be good (have to make sure it's not easy to make level unwinnable with this though)
Think of some other ideas. More variety!
Everything takes turns in order and sometimes this causes inconsistencies.
Example: One crate explodes and clears dirt from beneath another crate. Does that crate fall this turn? Right now it depends on whether the crate already took its 'action' this turn or not.
Similar but less obvious issues with enemies.
Possible fix:
Is this really a big deal?...
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