Crystal Towers Postmortem

Posted by
August 14th, 2008 4:30 am

Okay. Well first two days i was mostly getting feedback and trying to restore my brain to usable state ๐Ÿ˜€ Yesterday started to implement all changes that i hope will make game more fun.

You can still access old version and sources trough links in my Final journal.

And here is new version:


Movement โ€“ now you can speed up block and it does not loose speed when you release the key. Makes it easier many ways as far as I can say in :) Try it and say what you think.

Rotating โ€“ I finally understood how to rotate block on precise angle. So now blocks rotate to 15 degrees per one press or 450 degrees per second if you hold the key. May be I should make rotation slower but seems almost right now.

Block spawning โ€“ now blocks spown with random angle applied to them. Well not really random but n*15 degrees. I didnโ€™t liked what I saw in replays so far. People preferred not to rotate blocks ๐Ÿ˜€ And I donโ€™ like that ๐Ÿ˜€

Next thing about block spawning is that you donโ€™t lose control over block instantly. You loose it after a second. So you can still try to fit it better or even push other block where you want them. Then also all blocks friction was raised making structures more stable. But until you loose control of block its friction and mass are very small so that you could slide it in to tight places without fearing to push other blocks too much. After you loose control over it friction is turned on and mass is set to original one.

Replay code โ€“ after remaking controls i remade how replay code is encoded. Before size of replay was 28 bytes of header with game global info like random seed and scores + n bytes of you nickname. And then it was encoding information on player actions. Before size of player actions was 45 bytes per frame if you push all 5 buttons each frame ๐Ÿ˜€ But old control style was so that it was usually 0-2 actions per frame making it 0-18 bytes. Well I rewrote encoder to make it a lot smaller. Now it is 0-3 bytes per frame. But it seems that current control styles makes player to push buttons more frequently which resolves in more frames encoded then before. So it seems that replays didnโ€™t get much smaller… :(

Camera โ€“ when camera is fixed on controlled object it looks slightly lower then it. No need to look higher ๐Ÿ˜€

Bug fixes

– Problem with Space dropping resolved because of control style changes.

– Added wordwrap to replay menu so that all code is seen.

– Fixed highscore row sizes and redesigned scroll bar.

– Fixed problems with controller class sometime remembering last game input in next game.

– Fixed some menu navigation bugs

Known issues

– Ok it seems that my changes broke replay system. IT works fine at start but wrong afterwards… Will need to see what is difference…

Things still to add

– Redesigning highscore rows to fit graphic better

– Add next block field too see what falls next

– Adding speed up and slow down to replay system. Still experimenting with different ways of doing it…

– Finding ways to optimize this game without breaking current game style. Have few ideas to try.

– May be adding โ€˜Look downโ€™ to see what is below. Not shore it is needed. What you think?

– Adding sounds

– Finding some suiting music. Have some music to share?

And here is some replay. Not a record but some unusual style ๐Ÿ˜€ Warning, game may lag with so many blocks :( Height is 112 meters ๐Ÿ˜‰












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