[Kde-games-devel] granatier

Mathias Kraus k.hias at gmx.de
Wed Oct 7 00:00:27 CEST 2009


Arturo Silva schrieb am Dienstag 06 Oktober 2009:
> Guess I'll leave it to Matthias to take care of the feature plan, as
> all I'm really doing is drawing. ^^''

but you do it very good.
maybe I can write a short manual at the weekend and then I will move it to kdereview with a request to move it to kdegames. then I have some time to add some missing granatier features to the feature list.
 
> > 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.  ;)

if you want more floor tiles, that wouldn't be a problem. just add a "_0" to the first tile and then count upwarts as much as you like. in the meantime I'll add the code :) 

> 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 also think it would look better without the grate. additionally I think the ground would look better in gray instead of green. have a look at the screenshot.

I'm also not really sure if the archery target is good for bomb_range, but I can't think of something else.

the shoes are marvelous btw :)

> >
> > 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. ^^

well, on the ice, the player will not be able to fully stop, the bomb trap just throws bombs which are put on them to random places and the arrows will make the bombs moving in the direction they show.

> >
> > 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

they really look fantastic

> >
> > 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!

attached is a SVG with some small changes to your last suggestion. please have a look at it and tell me what you think.

> >
> > 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. ^^

right

> >
> > 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. ^^;

constantly laying bombs will hopefully arrive this week :)

> > - 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. ^^

yes, thats an easy one

> > - 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".  ^^
also not too hard

> > - 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.
maybe also this week

> > - 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... ^^

at the moment a little bit difficult, because it needs an additional key on the keyboard and with three players it's already very tight.

> > - 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.  ^^;

well, with the current code it is and I think this is similar to moving really fast or really slow

btw, all the bad bonuses will vanish after some time or after the player takes another bonus.

> > - 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!  ^^;

nice idea :)

> 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

I have to think about this, but I think it would be unfair if only one player resurrects. it would be better if all dead player resurrect.

mathias
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