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...hexathingy... #346100
11/01/10 11:01
11/01/10 11:01
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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Gameplay video:
http://www.youtube.com/watch?v=nECerKr6-dQ

Well, the video and the image should show the gameplay.
The goal is to reach the end of the hexagon maze.

Of course I´m planning some special items and more than one
goals per level - but I want you to share your opinions and
your ideas about this small game.

It makes already a lot of fun, but for sure I disregard some obvious flaws. wink

So it would be nice to get some feedback.




no science involved
Re: ...hexathingy... [Re: fogman] #346121
11/01/10 13:55
11/01/10 13:55
Joined: Dec 2008
Posts: 271
Saturnus Offline
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Really nice idea!

But I didn't get the purpose of the yellow bubbles (or coins?), yet. Do they influcence your score? The less bubbles burst the more points you get or something like this?

Re: ...hexathingy... [Re: Saturnus] #346124
11/01/10 14:24
11/01/10 14:24
Joined: Apr 2005
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fogman Offline OP
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The idea is a sort of "contradiction":
Normally you would go for the shortest way to the goal. But then you won´t collect a lot of bubblecoins (whatever).

I plan to integrate a timer, so you have to decide between going around and collect
every bubblecoinwhatever or search for the right way to the goal.

After finishing I could divide the score through the timevalue to get a balanced score.



no science involved
Re: ...hexathingy... [Re: fogman] #346307
11/03/10 22:45
11/03/10 22:45
Joined: Dec 2008
Posts: 271
Saturnus Offline
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Ahh, I see.

Are the maps created manually or are you using an algorithm for creating random maps?

I can't see any "obvious flaws" in your game at the moment. It's simple and yet entertaining (at least judging from the video).

One could add more tile types (non-rotatable tiles for example) or more item types (coin bubble thingies that give more points or something like that). Or one could have different colored coins distributed over the map and the player gets a higher score by connecting adjacent tiles that hold coins of the same color. Dunno whether this would work gameplay-wise, though.

Apart from that I can't think of any more suggestions currently.

Re: ...hexathingy... [Re: Saturnus] #346328
11/04/10 11:11
11/04/10 11:11
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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[German]
Mal eine ganz andere Frage: Was ist eigentlich aus deinem Projekt Schutzkontakt geworden? Habe mich da mal wirklich drauf gefreut, nur hört man seit Jahren nichts mehr frown
[/German]

Re: ...hexathingy... [Re: Saturnus] #346332
11/04/10 12:44
11/04/10 12:44
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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The "shape" of the level is created manually,
the entities are created randomly or from a txt file.
So there´s some sort of leveleditor integrated.


"Simple and yet entertaining..."

Strike! grin
Thanks for your suggestions!

[German]
Auf dem letzten Treffen in Bielefeld gab es eine geheime Vorführung. Leider fehlt mir die Zeit und ehrlich gesagt auch die Motivation.
Es überkommt mich immer mal ein Kribbeln, die Chance daß ich damit weiter mache besteht also auf jeden Fall.
[/German]


no science involved
Re: ...hexathingy... [Re: fogman] #346377
11/04/10 22:44
11/04/10 22:44
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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*encouraging Fogman to continue Project Schutzkontakt (and show the actual progress on some screens or in a video)*

Re: ...hexathingy... [Re: Rondidon] #346396
11/05/10 09:58
11/05/10 09:58
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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http://www.vulkanware.de/schutzkontakt/
All Quiet on the Western...


no science involved
Re: ...hexathingy... [Re: fogman] #346406
11/05/10 12:14
11/05/10 12:14

M
mercuryus
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mercuryus
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M



Are you generating some kind of maze or is it a fix tileset (in fact of just using no crossings)?
Do you know an algorithm to create mazes with hex tiles? (please share)

Re: ...hexathingy... [Re: ] #346421
11/05/10 16:15
11/05/10 16:15
Joined: Dec 2008
Posts: 271
Saturnus Offline
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Saturnus  Offline
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Quote:
Do you know an algorithm to create mazes with hex tiles? (please share)

Most node-based maze-generation algorithms should be independent of the arrangement of your tiles. So you could just use one of these.

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