-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|707|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
SoCoder -> Blogs Home -> Blogs


 
blanko1324
Created : 12 June 2008
Edited : 12 June 2008

Re-Work

Back to the Puzzle Game...

A while ago (August 13th of 2007, to be exact) I posted this, which explained my idea for a little, turn-based, board-based, strategy game.

Back then I had the idea of making it Asian themed, with classy looking pieces, and junk like that. But my thoughts have changed. Ever since Gamma256, and discovering games like Fez and Portal, I've wanted to make a game with a retro pixel look, and most of all, some humor.

Sure, Asian is a cool theme, but there's really no room for creativity. I need room to add some of my own quirkiness; some room to add in my own personality, in fact. I'm not Asian, so my first idea wouldn't work out too well...

A really good example that I know of is Zoo Keeper for the Nintendo DS. It's a simple, match-three-in-a-row puzzler, and a lot of the fun comes from the role you play as, well, a zoo keeper. Your boss is constantly yelling at you, animals go crazy on the top screen, and then there's the strange back-story, which I won't give away the ending of.

Anyways, that's what I'm aiming for - lightheartedness, quirkiness, and blankoness.

Here's the screen shot of the new menu:


Note that it's still rough and all of it's somewhat bare. I'll add more pretties soon. Also, when you start the program, a short entrance scene shows the sun rise, and the sun sways back and forth.

On a side note, I'd like to inform you that I actually have done quite a bit of work on this! I know...crazy, right? The AI is coming along; the CPU is somewhat smart at placing pieces. Although I think I'll release a version without AI (just random moves) because I'll probably need time to find out the actual best strategy myself.

That's all for now.

 

Comments


Friday, 13 June 2008, 15:21
blanko1324


Another change. I'm now using a 256x192 resolution, and the original Atari 2600 color palette. It's time to get retro.
Friday, 13 June 2008, 15:27
Jayenkai
I'd say "Looks good!" but it's clouds, so I can't really say!
Your last one looked great, though, so I have high hopes!


Any specific reason for the Nintendo DS resolution?
Friday, 13 June 2008, 16:28
blanko1324
I actually wasn't aware that this was the Nintendo DS resolution. I wanted to make it close to an Atari game. They used resolutions of 192x160, but that doesn't scale up perfectly to 1024x768, so I took the closest resolution to it.

Now with pieces in place: