Game Theme: The Elements
This is my second time joining the FGL game jam, luckly it is always done over the weekend. Somehow this gives me the chance to work one project. Aside from the gamejam, I have a lot of stuff going on this weekend like doing my volunteering work and the usual chores. This would be my first devlog for this gamejam, and the time indicated are Singapore Time.
29-08-2014 20:11:05: Designing and Planning, I have decided that the game's title will be ManaSmith which means the forger of elements. The game is inspired from tripletown, and it will have a few modification like item buffers maximum of 5. It will also have merging items once 3 or more adjacent items are in placed. There will be three major elements fire, water and earth. Player has an initial life total of 10 points, and has the ability to equip weapon and armor. Monsters respawn in the cave randomly and has a counter on when it will damage you. Every attack to the monster will either do an auto item assign or the item will be added in the players' item queue.
The playing field will be 7 by 7 with an Anvil position in the center.
Merging logic, only items with the same elements can be merged unless you have a crystal which can merge any elements. Completed elements form into weapons, armors or element cores depending to it's point value. If the user has not completed in forging a weapon or armor he will get 1 element in the board of the highest value. To activate the anvil user need to tap the anvil and it will indicate the surrounding materials that it will merge, once activated it will produce a given weapon and will be placed in your inventory. This weapons can be used to kill monsters in the cave.
Controls: First tap will be positioning, another tap on the same location is the placement and merging or if it is a hammer it will trigger kill. Hammer can not be triggered unless it targets an object.
Inventory System: User can pull items from his inventory and place in the board. Weapons and Armors cannot be placed back on the board, but they can be disassembled using a given quantity of element.
Element Matching:
Elements Levels E to B can only combine elements within themselves.
Elements A and S can combine to other elements of the same level.
S level can only be obtained by the combination of 3 Ax, 4 A++ or 5 A+ elements.
Elements 2-3 combination of the same refinement will produce the next level of the same refinement.
Elements 4 combination of the same refinement will increase next refinement +1
Elements 5 combination of the same refinement will increase next refinement +2
Element Levels | Fire | Water | Earth |
Level E | Image fire E | Image water E | Image Earth E |
Level D | Image fire D, D+, D++, Dx | Image water D, D+, D++, Dx | Image Earth D, D+, D++, Dx |
Level C | Image fire C, C+, C++, Cx | Image water C, C+, C++, Cx | Image Earth C, C+, C++, Cx |
Level B | Image fire B, B+, B++, Bx | Image water B, B+, B++, Bx | Image Earth B, B+, B++, Bx |
Level A | Image fire A, A+, A++, Ax | Image water A, A+, A++, Ax | Image Earth A, A+, A++, Ax |
Forging: Item generated by forging are random, It also has
Level E Weapons - [Stick - 60%] [Element D+ - 20%] [Failure - 20%]
Level D Weapons - [Stick - 30%][Hammer - 35%][Element C+ - 25%] [Failure - 10%]
Level C Weapons - [Stick - 10%][Hammer - 15%][Knife - 50%][Element B+ - 20%] [Failure - 5%]
Level B Weapons - [Stick - 3%][Hammer - 3%][Knife - 20%][Sword Class][Spear Class][Element A+ - 15%] [Failure - 2%]
Level A Weapons - [Stick - 2%][Hammer - 2%][Knife - 6%][Sword Class][Spear Class][Element S - 10%] [Failure - 1%]
Level S Weapons - [Stick - 1%][Hammer - 1%][Knife - 3%][Sword Class][Spear Class][God Class][Element Sx - 5%] [Failure - 0.5%]
Level Sx Weapons - [God Class]
Forging Matching Logic
Array Matrix Checking if the adjacent values are of the same family
On the trigger of positioning1 Mark the positioned item2 Compared unmarked adjacent positions top,left,right,bottom3 Mark objects that are similar family and unmarked4 If there is a marked newly marked obejct Go to the marked object and perform step 25 Display a blinking marked objectsOn the trigger of placement1 Perform placement2 All the marked objects will do an effect compiling to the placement position3 Identify the new object that is generated by performing a lookup
29-08-2014 22:22:05: Coding and Development, After writing a rough sketch of my plan I have started coding the application using Construct 2. I am targeting to complete the basic game layout, next i'll do the combination/merging functionality.
30-08-2014 14:22:05: Break. During this time I need to attend a volunteering activity that will takeout one day of my development work.
31-08-2014 14:22:05: Coding and Layout, I have completed the layout and sorted some of the logic. Currently I am doing the necessary graphics and game assets.
31-08-2014 22:22:05: Layout, I have designed most of the games assets. Majority of the game functionality is still on development.
01-08-2014 01:22:05: Sadly the game won't be completed in time. I have over estimated my target goal and other weekend activities. Anyway this entry will added to pending projects, lol.