Totally retro-oriented. Challenging gameplay rocks and pixels are beautiful!

Report RSS Huenison - status update #3

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Today's status update is screenshot-less - sorry, I'm too tired and I have little time...

I'll start off with a little correction: I said that the "split" bricks were inspired by Pang, but that's not true! I wanted to cut it short, but the full story is as follows: I was trying to think of something that would recall Asteroids, so I thought that it would be cool if bricks splitted like the asteroids in that vectorial game; so, I implemented that idea, but, looking at it, I thought: "That's more like Pang" - and so I eventually decided to mention "Pang" when describing the "split" bricks (but, of course, saying that inspiration came from Pang is another story).

OK, now on to something of what was done today (I'll skip the minor/internal details)...

* I've added the "chain" bricks: when hit, the chain reaction mode described previously kicks in for a few seconds.
* The behaviour of the "brake" bricks has been modified: now the brake countdowns are cumulated (before, the timer was just reset).
* A score system has been added and level progression has been introduced - quite simply, the basic idea is that a level is passed if a level-dependant amount of bricks is destroyed.
* The status panel has gotten some life: it now shows the points, the goal figure and the timers relative to the "chain" and "brake" bricks (but for now it's all just plain strings).

Finally, to compensate the lack of screenshots, I'll add a detail that has been there since day 1 but that didn't get mentioned yet.
In all the screenshots you can see a horizontal line at the top of the screen: that's what decides when you lose! If the cannon crosses or goes beyond it, the game is over. For now, every time a shot hits nothing, it steps down, but later other events might have the same effect.

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