Day 3: Thursday - Gameplay: Levels


Day three of rae jam is complete for me! Calling it a night. 

I've uploaded a v005 version of the game that includes:

Tutorial Levels:

There's a whole two tutorial levels that describe the basic mechanics. Yeap they're pretty obvious. The two tutorial levels are there because I needed two levels to transition between. A bunch of code has been refactored and moved so that levels are cleared and re-created properly. The curse of building at pace for a jam is you take shortcuts - and of course shortcuts are only ever a short term gain. In my experience they always result in slightly more work than just doing it properly the first time!


Don't Go Past the Test Level:

After the tutorial levels, the Hex level returns, followed by a super secret test level. I wouldn't try to hard to complete this though, because there isn't a level after it and I believe the game will crash. I shall fix this tomorrow!

Cracking Coins:


The test level however does show a mechanic I've started working on. The idea of breakable coins as a first simple mechanic. Well, the idea is mechanically simple, in an hour or so I had the physics collision handlers in place for it. Then used most of the rest of my time to try and figure out drawing those 'crack' lines so they'd rotate properly with the coin. Trig is hard, particularly when it's in two frames of reference.

Tip of the Iceberg:

I've done some other housekeeping today, the game you see is the tip of a very modest code iceberg. 

I've added code to persist and load game state to the playdate file system (although it's not yet used), as well as as small board definition system so I could create the tutorial levels and the text they display. I also as spent some time with the quite good playdate Caps font tool mangling fonts.

Files

coinChaos_005.pdx.zip 571 kB
23 hours ago

Get Coin Chaos

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