Well, Super Mallow Drop's still not up and playable. Oh well.
Towerface is stable with v1.05, but I haven't heard back from the Winnitron team, so the game is kind of just being dragged to IGDA Sydney events and played there for now.
I had a goal in mind for the next phase of Towerface: generated levels, which could be altered during play somehow. This was pretty much impossible with the game engine in its current format, and with SMD dev lagging a bit, it was time to go back to the drawing board on both projects.
Well, my Cyberpunk Jam game is currently an excuse to play around with some of those "wishlist features" of the Mallow Drop engine in a safe sandbox, before bringing them into the game:
Adjacent object detection - currently, Mallow only knows which way he's facing when he hits something - being able to test for objects adjacent to each other for the roguelike Polybia, but also will allow Mallow to have different behavious / animation states depending on his location combined with gravity.
Sort-of procedural generation - It's not really possible to procedurally generate the puzzles of Mallow Drop, but for Towerface, this feature allows me to layout pieces of level geometry, and load in different sets / variations per room in Polybia. It'll also allow for levels in Towerface to be slightly different every time they're played! Could this be a procedural death labyrinth fighting game in the making?
The "Sort-procedural generation" works with the help of another feature I've been working on: Complete TMX file support! previously, all Mallow Drop levels were a TMX file for the backgrounds, and a custom format file for the geometry. Now, the Mallow Drop level editor can save the geometry into a Tiled TMX file, I can paint in the backgrounds, and the load that complete file into the game! This has halved the time needed to do just about everything when it comes to designing puzzles for Mallow Drop. It should also make it MUCH easier for people to make and add their own levels to the game!
There's some other new engine features like bullets and updating sprite objects, but I'll save them till I've got some examples to talk about!Read full post »