Game concept
Posted: May 11th, 2012, 10:15 pm
I've started thinking about a new game idea, and thought I'd post it here. I haven't written any code yet because I want to have a good plan first. If you have any suggestions or comments about the game, or how it could be implemented, I'll appreciate it Two images are attached to illustrate the idea.
Here is the idea:
A bomb or several bombs are dropped from the top of the screen, and will fall like they are normal physical objects. The same goes for collisions with walls etc. The goal is to get the bombs safely into the finish positions before they explode. This is done by carefully placing certain building blocks around the level before the bombs are dropped. Building blocks are obstacles that alter the course of the bomb as it hits it. It can for example be a tilted line, making the bomb roll off one end. It can also be a spring, making the bomb be thrown up into the air. Other things I've thought off include portals and gravity changers. The player is given a certain number of each building block for each level, and the challenge comes from placing them in the correct positions to get the bombs in the goals.
Implementation:
I'm thinking that I need at least 3 game states: the menu screen, the game state, and a map editor state.
The building blocks will be selected with the mouse, and their rotation with the arrow keys.
Possible classes (objects):
BombMan - The monster that flyes back and forth, dropping the bombs
Bomb - The bomb itself
TopFrame - The top part of the screen
BottomFrame - The bottom part of the screen
Map - The playable part of the screen. A map can for example consist of a list of textures.
BuildingBlock - Lines, GravityChangers, Springs, etc. BuildingBlock can be a base class.
Texture - A texture defines a surface inside the map. It can be divided in foreground and background, the foreground ones will interact with the game. A texture can be the default map content created in the map editor, or it can be a building block.
Difficulties:
- Getting the bombs to behave like physical objects.
- Attaching building blocks to the map, and making them interact correctly.
- Creating the map editor
So this will probably make a good challenge! I'll post here again as soon as I have something to show for.
Here is the idea:
A bomb or several bombs are dropped from the top of the screen, and will fall like they are normal physical objects. The same goes for collisions with walls etc. The goal is to get the bombs safely into the finish positions before they explode. This is done by carefully placing certain building blocks around the level before the bombs are dropped. Building blocks are obstacles that alter the course of the bomb as it hits it. It can for example be a tilted line, making the bomb roll off one end. It can also be a spring, making the bomb be thrown up into the air. Other things I've thought off include portals and gravity changers. The player is given a certain number of each building block for each level, and the challenge comes from placing them in the correct positions to get the bombs in the goals.
Implementation:
I'm thinking that I need at least 3 game states: the menu screen, the game state, and a map editor state.
The building blocks will be selected with the mouse, and their rotation with the arrow keys.
Possible classes (objects):
BombMan - The monster that flyes back and forth, dropping the bombs
Bomb - The bomb itself
TopFrame - The top part of the screen
BottomFrame - The bottom part of the screen
Map - The playable part of the screen. A map can for example consist of a list of textures.
BuildingBlock - Lines, GravityChangers, Springs, etc. BuildingBlock can be a base class.
Texture - A texture defines a surface inside the map. It can be divided in foreground and background, the foreground ones will interact with the game. A texture can be the default map content created in the map editor, or it can be a building block.
Difficulties:
- Getting the bombs to behave like physical objects.
- Attaching building blocks to the map, and making them interact correctly.
- Creating the map editor
So this will probably make a good challenge! I'll post here again as soon as I have something to show for.