"One Square at a Time" is programmed in Python2.7 using pygame, therefore it should be easy to port to lots of other operating systems, but I can't test that at the moment, since I'm doing the work on my desktop Linux PC.
The goal of the game is to enhance and train my Python and pygame programming.
Features I'm working on:
Maps? What maps?
What I'm mostly interested in doing for "One Square at a Time", is to make it really easy for the users to create their own maps. This will make sure that the game will never be the same all over.
This is how it works at the moment:
A map consist of lots of levels, in which there are three levels (yep confusing, but I had no idea what to call them): level #1, level #2 and level #3.
So in a quick tree-view, this is how a map would look like:
map
- Level 1
-- Level 1.1
-- Level 1.2
-- Level 1.3
- Level 2
-- Level 2.1
-- Level 2.2
-- Level 2.3
- Level 3
... and so on
The background colors of level x.1 and level x.3 are the same, but the background color of level x.2 is another color. The objects (boxes) on level x.1 and level x.3 are the same color as the background color of level x.2. And, as you might have guessed already, the objects (boxes) on level x.2 are the same color as the background color of level x.1 and level x.3.
Here's my experimental 1.map:
As you see on the level arrays, objects (boxes) are marked by a # sign. This makes it really easy and quick to create levels.
Other news...
I've received my NVidia GTX 460 today and it works perfectly on my ArchLinux desktop PC. Everything was just plug-n-play.
I'd love to say that because of my upgrade from GT 8800 to GTX 460 you can expect a lot more 3D effects and other graphic intensive usage in this game, but no. This'll stick with plain 2D and SDL so far.
"One Square at a Time" on IndieDB. Source code is coming soon and why Python?
Minor update: * Modified controls: - You know jump py tapping anywhere on the screen.
The build for Maemo is finally here. It is optimized for Maemo on the Nokia N900, with a screen of 800x480px
Added a way to load different maps using terminal arguments + new mappack
New background music, text management and new speed and gravity numbers.
Build 10052011 Released 10th May 2011. Includes source code of the first build.
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I really like the idea of an easy-to-code open source game structure. You were asking for suggestions? Make the lvl count per map dynamic, so that each map creator can decide for himself how many lvls he wants in his map. Some probably want just one, some want like 10... who knows :)
Should be fairly easy to achieve with a 2d array.
Other then that. Keep going! Oh, and a bit more info on the actual gameplay would be nice ;)
As you can see on the example .map file, you can create as many levels as you want.
Just do a new [levelX] in the .map file.
A new build will be up later.