Sketches

exploring mechanics

Dragonsmoke

Overview

The dragons are migrating south for the winter, but you got left behind! Those pesky humans stole your magical dragoneye for it's mystical healing abilities.

  • Clear the clouds to explore the archipelago
  • Plunder villages to recover your dragoneye
  • Find the smokesignals left behind
  • Unlock a Dragon partner to help you out
  • Upgrade both your dragons

Go follow the smokesignals, and find your warm, cozy, dragon nest for the winter with the rest of your flock!

Implementation

Every level takes place on a randomly generated grid of tiles. Grids are generated over three passes. First the goal is placed, then buildings (helpers and enemies), and lastly any empty spaces are populated with empty terrain (water or islands). Every tile, no matter the type, has two methods: act and react. While the naming convention isn't the best, the idea is that a tile will `react` after the player taps on it, and `act` on events specific to the type of the tile. So, for example, the village class will react by taking damage and checking if it has died, and the act method will attack whenever the player taps on an adjacent tile (if this specific building is visible). While there is currently only a cave to heal and enemies to attack, new tile types are on the roadmap

Starscale

Overview

Congratulations on your promotion. You are a solitect, and it is your job to build a habitable solar system. Combine the states of matter, to seed planets, and visit the surface so you can attempt to build a

Implementation

Every level takes place on a randomly generated grid of tiles. Grids are generated over three passes. First the goal is placed, then buildings (helpers and enemies), and lastly any empty spaces are populated with empty terrain (water or islands). Every tile, no matter the type, has two methods: act and react. While the naming convention isn't the best, the idea is that a tile will `react` after the player taps on it, and `act` on events specific to the type of the tile. So, for example, the village class will react by taking damage and checking if it has died, and the act method will attack whenever the player taps on an adjacent tile (if this specific building is visible). While there is currently only a cave to heal and enemies to attack, new tile types are on the roadmap

Color divers

Overview

Splat! Click to move, and click on boxes to splatter them out. Wander around until you find the light blue tile to generate a new level.

Implementation

Splatting is achieved by math. When the player clicks on a box, first a vector is defined which starts at the box and points away from the player. Then, a set of rays are created, all randomly distributed in a cone shape around that initial vector. Once the rays are established, a blob is created for each ray, and force is applied to move the blobs in the direction of their ray. Once the blobs hit something they will explode, and attempt (and fail (sometimes)) to rotate their splatted texture to face the camera.