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Versjon1
Magnus Jerre edited this page Jan 9, 2016
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The following tile types are basic tiles and will not discuss what can be on top of/ associated with them.
- Normal tile. Looks like normal ground, is not damageable, can be rotated and is traversable or isnt
- Static tile. Can have different looks, can be damageable (by moving over it), cannot be rotated, is or isnt traversable
- Breakable tile. Can have different looks, is damageable. is or isnt traversable
- 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.
- 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.
- 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
- Goal, is a special target ending the game. Can be in one of the following states.
- The player can move to adjacent tiles.
- 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.
- 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
- Reach a single target with the following conditions:
- No other constraints
- Reach sub targets in order to gain access to (or be able to see) the final target
- No other constraints
- In-game pause button:
- 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.
- Pause menu. The game will be paused, i.e nothing happens, alle timers are paused.
- Main menu.
- About. Info about me and the technologies used.
- Help. Describes the rules for the game as well as the controls.
- 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)
- Versjoner
- V1
- Ideer
- Ideas
- [Notater] (https://github.com/magnusjerre/MovRot/wiki/Notater)
- [Features] (https://github.com/magnusjerre/MovRot/wiki/Features)