Animating so players know how far blasts reach

Well, to do that simple task I had to make a lot of painful architectural considerations.


I ended up choosing to freeze the game loop (no game state updates from entities, no UI input considered), give commands that had animations as much as they wanted to update state and call the main draw function, then call any game state-updating callbacks before returning to “normal”.

So, I could accomodate a blast command that animated the blast, then removed the characters it destroyed instead of before.

Warp, with blasts

Today, I got working:

  • Zooming and panning. I wanted to avoid this, but it was just too hard to play without it.
  • Mild tuning: Grids are bigger, and gravity effects less intense, leading to fewer confusing click situations.
  • A UI layer (with one button currently) that lets you perform commands right now. (There’s one command: Blasting characters in a certain radius.)

I might have time this weekend to do more thing. Possibly, a basic enemy attack? The ability to hop grids? And then some explanatory text and posting to It’s not done, but this has been better than last year’s attempt.

Warp, movement on grid

OK! It’s rough, but characters can now move on the various grids in the game.

To get here, I need to build:

  • Collision detection, which involved a lot of refactoring
  • Sprite rendering (mostly a tool to add transparency and scale sprite sheets from Pico-8)
  • And a little actual procedural generation for the grids and characters

I need to pick what I focus on tomorrow carefully because it’s likely my last solid chunk of time for this. Probably going to let building barriers go for now and work on attacks and the ability to switch grids.

Warp, end of day

Had less time than I thought I would today, but I did at least get in trying out a concept: Grid warping.

Now I need to test the gameplay soundness of this…by making the actual game part. Daycare’s likely closed tomorrow because of the storm, so my day off may be gone, but I’ll try to at least get a guy walking on the intersections.

Warp, Day 1

Starting late, as this was the earliest I could start. To prepare this year, I looked at:

– Pico8: Amazing, but I think drawing curves in it is going to be too difficult with me at my current level of skill with it.

– Bitsy: Nifty, but not going to work.

– Last year’s 7DRL attempt: Overly complex attempts to model everything as objects in order to have simple drawing code. Overly complex update flow.

– Looked at recent Wizard Jam attempt: The bones are probably a good place to start. It was a cellular-automata-based game, but I think the update flows were sensible.

I do have some concepts in mind for this year’s game, but based on my past attempts and my late start, I know they’re not going to come into play. My goal is to have something solid in three days that I can build upon later.

For the next few hours, I’m going to get an update look going and drawing to canvas.