[Kde-games-devel] granatier

Arturo Silva jasilva28 at gmail.com
Tue Oct 6 07:44:06 CEST 2009


On Mon, Oct 5, 2009 at 12:36 PM, Matthew Woehlke wrote:
>
> We're only coming up on soft freeze IIRC, just get it on the feature plan
> and you are okay for now. (Actually since it is artwork you are maybe okay
> all the way until artwork freeze.)

Ah, that's good to know! ^^b

Guess I'll leave it to Matthias to take care of the feature plan, as
all I'm really doing is drawing. ^^''


>
> The walls do look better, and the new floor is nice (I'm not sure about the
> grate, personally I think I would drop that. But it would be neat if we
> could have multiple floor - and for that matter, wall and block - chosen at
> random, in which case this would be fine as one of them.)


hehe, you took the words out of my mouth.  I was hoping to ask him
about being able to squeeze in 1 or 2 more additional floor tiles (or
even wall ones), since it would definitely make the map designs that
much more interesting.  ;)

Ironically, the tiles almost didn't have the grate effect, since I was
having an awful lot of trouble getting them to render properly during
gameplay, and I very nearly gave up (in which case I would have just
left them as plain marble tiles).


>
> I'm hoping the ice/arrows/etc are still being worked on, and will look more
> like the floor when done?


Oh yeah, the ice and arrow ones just mysteriously appeared in the
latest SVN update, and I discovered them after I finished redoing the
floor/wall/block tiles.  I plan to leave them last, since at this time
I really don't know what their function is in gameplay..  ^____^'

If they are what I think they are, though, then yes they'll definitely
be made to match the floor tiles as best possible. ^^


>
> Much nicer! Well, okay, I know the old ones were placeholder, but these do
> look nice, and I don't imagine explosions are easy to draw in svg.


hehe, that depends on how realistic you want the explosion.  If you
want photorealistic, then yes it's pretty hard drawing explosions
without being allowed to use Inkscape's Blur function.

Here I sort of compromised, so the explosion looks neither realistic
nor cartoony, but as close as I can get to 16-bit game console era
explosions as possible without incurring the wrath of the SVG renderer
(yeah, it gave me many problems with the explosion bloom).  :P


>
> As a personal suggestion, I think they would look a touch better with the
> end not so abrupt and a little more rounded. See attached. All I did was
> change the linear gradient on the outline to a radial. (I also had to make
> the more-yellow-orange go further out or else it got lost.)


Poifect!  I like, it does give it a touch of refinement (if you can
call an explosion "refined")!   ^__^
I'll add it to the next updated sheet!


>
> If you want it to be sinister, I think you need more "bad" bonuses :-). (The
> only "bad" (IMO) one "of the previous bonuses" was slow.)
>
> I guess that's why...


hehe,, well I'm still a little worried about how much time it would
cost Matthias to program all my prior suggestions, so I definitely
made sure to keep my list tame.  But I guess it doesn't hurt to make
the suggestion, he'll just yay or nay it depending on what's
immediately possible. ^^


>
> Anyway, more anti-bonus ideas:
> - I like 'constantly lay bombs', or similarly, lay bombs randomly (and can't
> control at all when to lay them at all)

hehe, that one I like!  (maybe a little better than the laying bombs
constantly, since I can see that being uber-irritating).  ><
I guess I could call this one "bonus_slippery", although surprisingly
I can't think of an icon for this one yet. ^^;


> - can't lay bombs for a time

This I like too, and doesn't sound very costly to program. ^___^
This one I would call "bonus_restrain", and show a pair of handcuffs. ^^


> - can't stop moving until you hit a wall/bomb ;-) (ice skates?)

This one doesn't sound to bad.  I'd go with just plain roller skates,
and have it be called "bonus_skate".  ^^


> - move random direction on key press (drunk++)

hehe, well this one might be just a tad redundant, though. ^^;
But if it's chosen, I'd go with "bonus_confusion", and have a dunce
cap as the icon.


> - teleport; get relocated to random open square

Ah!  great one!  And a good escape measure (or curse, if it happens to
teleport you in the range of an exploding bomb).
That would be "bonus_teleport" for sure, and as an icon... hehe, maybe
we can borrow the one from Killbots?  lol... ^^


> - jitter; move random number of spaces in requested direction, including
> zero (maybe even through walls; shorten distance or don't move if move would
> be into wall)

Eeep, now this ones sounds like a pain to code.  ^^;


> - instant death ;-)

And if my suspicions are correct, I guess that's where that extra
hidden bomb tile in the new SVGZ comes in.  Perhaps it acts as kind of
a land mine of sorts, so you decide to go over it and BOOM!  ^^;

hehe, but given that now we've dreamed up a million and one ways for
the players to clear the map of all blocks, I think it's more
important than ever for the mason tool to be considered, since it
would not only allow for continuous block-busting action, but it would
also give the players at least a chance to acquire more bonus icons.

And for an extra level of longevity, we can also add a
"bonus_resurrect" icon (with a phoenix as the icon) which randomly
revives a dead player (although it would only show up in games with
more than two players).  Unless you're playing co-op, this is most
definitely NOT a bonus [even though one would think it would be].  :P



--Arturo


More information about the kde-games-devel mailing list