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View Full Version : Build 17: DYN-O-MITE!


weasel
06-13-2009, 11:19 AM
Crossposted from: http://aughtnine.blogspot.com/

I've been working pretty solidly this week on interface stuff, and sure things look slick - but the gameplay hasn't changed too much. This latest update fixes that - check it out at the Protonaut website.

* There is now an indestructable "Aluminum" element. This should make level design a bit more interesting.
I made the Aluminum joints "stiff" so they didn't rotate - unfortunately the physics engine didn't handle it too well. I might revisit it later, but I think it'll do as-is.

* Victory and Gameover screens have "Next/Previous/Retry" buttons on them.

* You can now set your levels to be publicly visible or not in the editor save dialogue. This (along with the lock-edit button) aren't editable at this time but will be in the future. (Public visisbility doesn't affect the DB view yet, but will soon)

* I now have a basic selection of levels in the level selection menu. They don't exactly speak volumes about the game, and may not be good choices at all. I just grabbed the top rated levels as of this writing and stuck em in there. As the game evolves I'll slowly figure out a nice level set.

* A level tester is now in place - no need to save dozens of level iterations just to test it out!

*The game now tracks two independant games - the play area and the editing area. You can swap between them freely.

And of course the big one...

* DYN-O-MITE. No idea if this will stick in the game forever, but you can press "SHIFT" to toss a stick of dynomite, which will auto-detonate after 60 seconds. "E" will detonate them all early. Note that more than 1 stick of dynomite can cause.. irregular results. It's fairly weak but I'm thinking eventually you'll be able to "collect" things with it.

I'm attending a few events this weekend so it looks like it might be a relatively slow one for the game. Enjoy build 17!

(For historical purposes: http://www.protonaut.net/dev/17.swf )

Nikola Tesla
06-13-2009, 12:33 PM
I like the dyn-o-mite!

Foro
06-13-2009, 05:52 PM
Kaboom!

meteoro
06-13-2009, 07:57 PM
sweet, my level is there, level 5!

and what happened to changin gravity? i liked that

Foro
06-14-2009, 06:51 AM
I have level 1 , 3 ,4 ,6
I think i have the most

weasel
06-14-2009, 10:47 AM
I just went through the top-rated list at the time and put them in in sequence. I might make that automated at some point :)

meteoro
06-14-2009, 11:01 AM
5 out of 12 of the currently "official" levels are by chileans

thats good

Foro
06-14-2009, 11:45 AM
Yay chile for the win!

So, Official levels will be changing weekly?

weasel
06-14-2009, 11:57 AM
I think it would be really cool if the official levels rotated automatically. It would remain somewhat stable - "the rich get richer" effect, because most of the plays and votes would go to the levels on the front page - so I don't think it would change weekly.

But that's just an idea. I don't like the concept of "PogoBerries" being our #1 first played level, and players just starting out might have the most epicly complex and hard level as #1. I think maybe what I'll do is I'll have a dynamic "top 10" menu seperate or something.

meteoro
06-14-2009, 12:33 PM
to avoid having levels like pogo berries on the list forever, it should change weekly, but not with all time top rated, but with last week top rated levels, so pogo berries could only be on that list for a week

we also would need a recent levels thing, thats absolutely necesary

and speaking of pogo berries, how come atoms dont bounce in this game?

weasel
06-14-2009, 12:49 PM
Yeah I'll have to think about it. I'm thinking about dividing rating by age, so that *really good* levels will stay on the list for a long time, but otherwise will trend away.

Things don't bounce because I have their springiness set really low - might crank it up a bit. :) Right now just about everything is realistic - I'll make a new post about that.

Foro
06-15-2009, 01:43 PM
Uh..

Ages i am 13 years old!