Skip to content
Magnus Jerre edited this page Jan 9, 2016 · 1 revision

Version 1

Tile base types

The following tile types are basic tiles and will not discuss what can be on top of/ associated with them.

  1. Normal tile. Looks like normal ground, is not damageable, can be rotated and is traversable or isnt
  2. Static tile. Can have different looks, can be damageable (by moving over it), cannot be rotated, is or isnt traversable
  3. Breakable tile. Can have different looks, is damageable. is or isnt traversable

Elemental tiles

  1. Ice. Slippery, traversable. Can be both normal and breakable. Can provide extra jump distance. Surrounding any tile not made up of fire will turn the tile into ice. Surrounding a fire tile will stop the fire and turn it into a normal tile. After some seconds, the normal tile will freeze.
  2. Fire. Burning, traversable will however damage/kill player. Can be both normal and static. Surrounding any tile not made of ice will make it burn. A damageable tile that burns can burn up. Surrounding an ice tile will make it into a normal tile. After some seconds, the normal tile will start to burn.

Objects for tiles

  1. Target, a target can be on top of any kind of base tile. A target can be the final destination or some intermediate destination. A target can have modifiers, such as only being registered as reached when a certain set of previous tiles have been reached.
    • Goal, is a special target ending the game. Can be in one of the following states.
      • open
      • frozen, must defreeze using fire
      • inferno, must put it out using ice
    • Intermediate target, same as goal

Player control

  1. The player can move to adjacent tiles.
  2. The player can jump over one tile as long as there is space between them, much like how jumping in Zelda is handled. This means that a tile that is dangerous to walk on cannot simply be jumped over by pressing a button.
  3. The player can rotate the tile's adjacent tiles as long as:
    • None of the four tiles are static
    • None of the four tiles are part of the edge of the map

Game modes

  1. Reach a single target with the following conditions:
    • No other constraints
  2. Reach sub targets in order to gain access to (or be able to see) the final target
    • No other constraints

User interface

  1. In-game pause button:
    1. Pause menu. The game will be paused, i.e nothing happens, alle timers are paused.
      • Resume-button, Resumes the game
      • Restart-button, restarts the current map
      • Menu-button. Sends the player back to the game's main menu
      • Objective description. Example, where multiple targets must be visited before reaching the final target. If a specific order is necessary, the order should be described using the targets visual-identifiers.
  2. Main menu.
    1. About. Info about me and the technologies used.
    2. Help. Describes the rules for the game as well as the controls.
    3. Levels. Shows a "list" of the available levels. (All levels are accessible from the start. This should/can be changed in a later version) (The first two/three levels should be guided. Save this for a later version)