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Magnus Jerre edited this page Jan 5, 2016 · 2 revisions

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 certain criteria (e.g having a key or having reached other targets first) are met.
    • Goal, is a special target ending the game. Can be in one of the following states.
      • open
      • locked, must find keys. Can require a special order for opening it
      • frozen, must defreeze using fire
      • inferno, must put it out using ice
    • Intermediate target, same as goal
  2. Tower monitor, can be on top of any tile. Monitors its surrounding tiles. Sets off alarm, reduces the advancement gained with targets or ends the game when a specific object (e.g player) is within its sights.
  3. Chests or bonfires of certain types (e.g color) allows the player to unlock dorrs or targets.

Player control

  1. The player can move to adjacent tiles.
  2. The player can chain movement, i.e hold forwards to to continuously move forwards rather than having to press forward for each move.
  3. The player 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 over on cannot simply be jumped over by pressing a button.
  4. 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
    • Nonde of the four tiles are part of a different action, i.e a moving tile or a tile roatiting because of the environment
  5. The player can rotate the camera in 90 degrees intervals.

Game modes

  1. Reach a single target with the following conditions:
    • No other constraints
    • Without being spotted
    • With a limited amount of actions
  2. Reach sub targets in order to gain access to (or be able to see) the final target
    • No other constraints
    • Without being spotted
    • With a limited amount of actions
      • the number of actions will be refilled when reaching a target
  3. Bring a specific object from one location to another

Environment

  • Think of this for MovRot_V2

Save for MovRot_V2

  • Movable objects, e.g a large rock. Can be moved from one tile to another, irrespective of the tile's base type. Can be used as part of a movable key, where moving the object to a certain location advances the game state. Moving an object onto ice will let it slide over the ice to the next tile (or fall if no tile). Moving it into a fire tile will make it catch on fire.
  • Moving tile. Can be a normal or breakable tile. Has a wait time (can be 0) at the ends of its course. Cannot move through another tile. If a tile is in the way, the moving tile will stop before it, then move back to where it came from. Can be rotated only when it is in its waiting period.
    • Idea: Placing a tile directly in front of it will move both the movable tile and the tile in front of it towards the moving tile's target. This way an object and the player can be moved with the moving tile.