Monday, March 24, 2008

ColorDots Game Dev Blog - version 0.Red.Orange

ColorDots is ready for net distribution! (Hooray!)

We added some new terrible art for colorblind people, slowed the game down to start (and again when you lose), and started working on the game-around-the-game. You can't really see that part of it, but it took a long time so I figured I'd mention it.

Anyway, enjoy! And if you want to post it to your blog or website or anything, you now have my full approval and encouragement. Thanks for waiting. :)

http://morieris.zapto.org/colordots/ColorDots.html

-s

Wednesday, March 19, 2008

Hey! First link!

    Hey! First link!

    Thanks to super-comedian Joe Donatelli of www.joedonatelli.com, ColorDots has gone interwebal. To express our happiness, let's make up some more words. Like spectrangulangular, gralulippy, and happilicious. That's how I feel right now. Happilicious.

    -s

      Sunday, March 16, 2008

      ColorDots v0.Red.Red Released

      Red dot Red! Woohoo!

      So everything that was promised in Red.0 is actually in Red.Red, so please enjoy it.

      There's a totally sweet level-end picture, there's a pause button, and when you lose it only drops you a few levels instead of half of them. In short, it is everything I have ever wanted in a game, except for possibly a high five.

      We're at sort of a crossroads at this point. We can either go forward with this project and make it into a full game, or leave it as a decent web-toy and move onto the next project.

      Full game means real art, story, more powerups, more powerdowns, easy-mode and hard-mode, and more game types. Something you might want to play a demo of, and then decide whether you want to see the full thing for $10 or something.

      Any strong thoughts? Let us know: colordots.team@gmail.com

      -s

      Thursday, March 13, 2008

      ColorDots in... 3D?

      So I'm thinking out loud here (sorta like the poker thing), but I think we could do ColorDots in 3D.

      No wailing and gnashing of teeth yet, people. We're not going to throw out what's working in 2D just to go chasing some potential 3D skirt. I'm just saying that pretty much everything we're doing now that applies to circles, we could probably apply to spheres as well.

      So let's break it down into a list of what would break.
      • Controls - is there anything about 3D that wouldn't require a control overhaul?
      • Effects - curved surface means all of our 2D effects would have to change, or at least work really differently.
      • Occlusion - a sphere makes it possible to have accident-matches you can't even see.
      • 4-matches * 8-colors = fun - if you can pack 6 circles around a circle, you can probably pack even more spheres around a sphere. Does 12 seem like too many? 14 even? Would that makes matches almost constant?
      • Dot-spawn - if dots fall on the other side of a sphere, will anyone know they're there?
      • Loss-condition - will we be able to maintain a dot-count that means anything to people?
      • Loss-warning - holy crap, loss warning. Where would it go in 3D?
      I think... that's everything. It's also pretty much every part of the game. Only powerups would escape unscathed, and they're not entirely awesome right now, so that might be a bad thing.

      But, we have all of our problems, let's find some solutions.

      Controls:
      Since we're making the game world a sphere, I think we can probably make the mouse/camera track a sphere too. Move mouse/joystick left, revolve left around the sphere. Move mouse/joystick up, revolve up around the sphere. Move diagonally, revolve diagonally. The background is going to get upended pretty quickly, but we're in space! It's ok!

      The dot that is currently being pointed at will light up, and clicking will draw it up to us. Clicking again will drop it back down wherever the reticle is on release. Maybe it'll shove it down, so that it doesn't sit on top, or potentially roll around. Maybe we just increase the friction on the dots to avoid the rolling thing instead? Something to look into.

      The trouble? We won't be able to see the reverse side of the sphere, and maybe we want to. Well, maybe that's not too much trouble with a mouse, as you can move those pretty fast to get around the sphere. But it might make some trouble with a gamepad. Perhaps you'd want a "speedy" button, or use both sticks to make the revolution go faster. Then slow it down for the fine-motion-control.

      Effects:
      • General: effect zones will have to be spheres instead of circles.
      • Red and Orange are ok once the above is satisfied, as they just rely on effect zones.
      • Yellow is ok because it just zaps random dots in the field of play.
      • Green and Blue need to deal with explosions. That's complicated, so let's tackle that in a subsection.
      • Purple is probably mostly ok. We'll need to make the lasers rotate further to ensure that some of them hit the other dots. Maybe we constrain them to an angle a bit less than the current shell's tangent plane, so they still smash lots of dots, and flail about like pretty pinwheels. That'd be neat.
      Explosions:
      Whew. Ok. If we have a big explosion, we run the risk of blasting the entire sphere out of the area that we're looking at. That's less of a problem with a mouse in 2D because if you're quick you can just snag something in mid-flight. But in 3D, everything is going to move much more slowly because of the whole revolving controls thing. So, explosions that fling the world out of our camera angle are really bad.

      We could probably fix this by having less powerful explosions, but come on, what's the point? Another option is to have the dots be a little more bouncy, so that when they pop, the majority of the dots are expelled outwards. Just having the explosion start deeper down and exploding outwards is another option, I guess.

      But what I really think we need to do is to root the sphere at the center, so that it can't fall all apart like that. So what I'm thinking, and I'm not saying it would absolutely work, but I'm thinking that as the sphere starts to build up, only the top 2 layers should be manipulatable via effects, or available for matching. That seems fair to me because you're only really going to be able to see the top two layers anyway. The inside of the sphere will be largely invisible to you at any given time. So if it's 3 layers down, we enclose it in a spherical steel sheath, and make it completely invulnerable, as though it isn't even there.

      It has a drawback. Besides some coding difficulty, it's not always easy to decide what the highest or lowest level is. If the outer sphere is mostly blown up, like down to 1 or 2 dots, does that count? How do you get rid of the sphere? How does it appear? Well, I'm going to say that the outer shell would no longer count as a shell if it were down to 2/5 of the maximum dot count of the shell. When a layer builds up to that point, the shell will sort of Stargate-helmet ensconce the layer two-below. When it drops below that point, the shell will retract. It'd need to have a buffer of some percentage to keep it from flitting back and forth, but that's no real trouble.

      I like this because it has some side benefits. For one, we can root the steel sphere, so that explosions won't move it. First-and-a-half, a rooted sphere would work like a racquetball court wall: fast-moving dots like after explosions will bounce right off of it. Second, it removes any chance of inner-sphere invisible matches (Nice! I can skip the occlusion bullet!). Lastly, it makes the game play sort of like the current 2D ColorDots, except that there are now 2 levels to the playing field that interact with each other. Which brings us to the next point:

      4-match * 8-colors = Fun:
      Ok, here's a real problem. Matching 4 dots in the current game means looking for triples and then building quads. With two levels, however, the occurrence of triples would overlap with the occurrence of singles of the same color in the upper level. Same with doubles matching other doubles, and singles matching overhead triples. I'm just estimating here, but that probably makes quad matches about 5 times more likely by just adding another layer.

      However, matching 5's doesn't really fix this problem, because quads are going to be as rare as accidental matches are now: not so infrequent, but not frequent enough to get you past level 6 without taking an active role in building them. It'll be hard, therefore, to find a quad, and even harder to find a triple that is touching a single below it. Matching quints is not such a good idea.

      Increasing the number of colors, however, may be a worse idea. You might not have noticed because Joe and I are awesome, but we were already scraping the bottom of the effect idea barrel when we came up with the yellow and green effects. By the way, you know the designer is out of ideas when they make a yellow electric effect, a goo green effect, and a fire red effect. When someone suggests that, it is a bad day for everyone who isn't a pokemon trainer.

      We can add colors, but in all likelihood, they won't be as cool as the effects we already have. And I don't think we can get away with more than 3 colors that just don't have effects (we already have black and off-white, we might be able to whiten the white and throw a real grey in there).

      So we're kind of stuck on that point for now. Oh well. Fixable later. Feel free to comment if you have a solution! :) Then again, maybe 5's would just work. That'd be nice, right?

      Dot Spawn:
      Your blog post is getting too long if it takes awhile to scroll back up to your list.

      Dot spawning is random in ColorDots. That's ok, really, because it's a pretty simple play space. But in 3D, depending on the size of the spawn circle, there's a lot of room to be random, and you'd have to drop a lot of dots to make it look like dots were falling. I don't think we can handle firepower of that magnitude, especially since a 3D version would be inherently more difficult.

      So as for solutions, we'd probably want to drop dots in patterns. Have spawning spouts that move around the game space, and have them drop lines of dots at a time, then cool down for a bit. Instead of a steady stream of dots, then, we'd have spurts of dots followed by a bit of downtime. The amount of downtime, and so the dots per second, would be similar to what we have now. Hmm, actually, this isn't such a bad idea for the 2D game. I'll keep it in mind.

      Loss Condition:
      Does this really have to change? Should we only count dots inside the metal sphere? Dots outside the metal sphere? All the dots? All the dots you can see? A certain number of shells? Tough to say, I think, until there's a playable game to find out what is hard to maintain. We'd probably want to keep the grace period in, though.

      Loss Warning:
      Maybe that sphere thingy could glow? Maybe electricity would arc all around between the second level of dots? Maybe a sphere around the entire play field would glow brighter and brighter until KABOOM! ? Points to ponder, I guess.

      Aaaaand, that's it - working game! (With just the one tiny major flaw :) Super long, right? Sorry about that. The last one was short, so this one had to be extra-long. Thanks all the more-so for reading!

      Any suggestions, comments, concerns, or innuendo, feel free to drop me a line in the comments section, at my real address, or since it's colordots-related, at colordots.team@gmail.com.

      -s

          Wednesday, March 12, 2008

          umm, venomous snakes?

          The functional equivalent of venomous snakes happened, so we updated, and called it 0.Red.0, but it's not exactly ready for prime-time yet.

          Sorry.

          That said, it's really great now. We changed a lot of UI elements, the background color, made yellow more fair, changed the order of color introduction, added SOUND. (Woo!)

          0.Red.0 is pretty great, if you ask me, it's just, you know, not as perfect as I'd like it to be.

          Sooo.... next week, then? 0.Red.Red sounds nice too... :)

          -s

          Friday, March 7, 2008

          ColorDots: Poker Chip Style

          A commenter wrote...

          This could be adapted to a poker chip thing. That would be cool for our website.


          And here's the response...

          This would totally be good for your website (or anyone's website!) And I do enjoy a good selling out. :)

          Lessee, what's a good poker chip mechanic... Different point values for matching different chips? Collect all you can in a certain amount of time?

          Probably want to change or remove almost all of the effects, un-sci-fi most of them. We'd probably take out the explodey mechanic completely, as that's more of a gamer mechanic. Anyway, effects would be secondary as keeping the board clear wouldn't be as important as just high-point-value combos.

          Actually, that's not a bad idea - an older test version chained effects and instead of filling to overflow, maintained a constant supply of dots. That would probably do better for a time-bounded points-based game.

          More colors would be good, because it would mean that finding matches at all is more important than being able to find matches quickly. It should also almost eliminate the accidental matches.

          Powerdowns don't really make sense in a game like that (at least the ones we already have), so just powerups like 3 match or full-size chained effects. (Chained effects were smaller than normal ones, aside from just being bigger).

          Chains... can't always propagate, so maybe higher point chip effects can propogate only to lower point chips, so protecting high-ticket chips would be a priority as their effect would make the whole screen explode. Also, we can add the chain multiplier back in, which is something I really miss from the old design :)

          Effects... we should keep everything that doesn't move dots, so really only green and blue are out. The old yellow "disintegration circle" mechanic would be good to put on something, and it would still be fine to have black and white without effects. Maybe just white, as the lowest-denominator chip, and black would be out for some other color with a new effect of some sort.

          Anyway, it would definitely work, maybe even being more mainstream than the current game, it would take very very little time to build because really we'd just be reverting code to the older version, and it wouldn't require too much art.

          Thursday, March 6, 2008

          0.0.blue updated

          Joe is super-fast, and there is now a yellow effect. It is wicked sweet - check it out!

          -s

          Tuesday, March 4, 2008

          ColorDots Game Dev Blog - version 0.0.blue

            Version 0.Red.0 is almost here! :)

            Until that time, please amuse yourselves with v0.0.blue, which has several neat new additions. (warning: you may have to force-refresh to see the new version)

            First of all, we made the game harder in a lot of sneaky ways.
            1. The loss warning cools down now and half the speed that it heats up, so if you're in-and-out of the warning, you'll eventually lose.
            2. We took the explodey effect off of all of the effects except for blue, so it's harder to get out of the loss condition.
            3. We based the loss condition on time, not frames, so you have to actually move. We figure you have time for 2-3 matches plus any lucky-accident matches before your time runs out. Choose wisely! (or hit a powerup)
            4. White and Black just disappear now, no effect at all. We never liked white and black - they were just getting in the way. Now we've succeeded in passing that dislike along to you. Hooray!

            Second, we made the game easier in a few sneaky ways.
            1. We took the explodey effect off of all of the effects except for blue, so a lot of people who aren't so good with the mouse can make matches easier, as things aren't moving around quite so much now.
            2. We added a green effect that explodes for 3 frames, and then roots, making it excellent for crowd control. Pretty goo icon too. :)
            So that's the new version in a nutshell. I don't need to tell you why we made it harder, just check out the previous blog post. It's harder now, but also more fair to people who aren't quite as adept with the mouse. Also, playing this version is the first time I played it and actually thought it was fun. It doesn't even have sound yet, so... wow. I'm really satisfied with this right now.

            Some apologies should get me off of my laurels! We were hoping to get the yellow effect working, but the idea we had was too complicated for 20 minutes of coding. It's going to look and work great very soon, though. Promise! Also, we haven't balanced powerup spawning yet, or added sound or UI. Sorry. I guess that'll be next weekend.

            Speaking of next weekend, this Sunday (3-9-2008), barring venomous snakes, is the day that we release 0.Red.0! Woohoo!

            Here's the plan:
            0.Red.0, or "Little Red" as I like to call him, will be the debut of the web-toy version of ColorDots, open to all the internets for their scorn and ridicule and maybe even a little love.

            He'll have that spiffy yellow effect, some additional balancing in there, sound, UI, something besides stalling and waiting for a click between levels (as much as we all love that here at ColorDots HQ). Everything that makes a baby webgame the pride of the neighborhood.

              Once Lil' Red is out the door, we'll be pretty much done with the mechanical aspects of the game, and will start focusing 80% time on a Beta version of the real game (with real art and a real story and some kind of candy-generating device). The other 20% will be spent tweaking Lil' Red to our users' satisfaction, the goal being to use web-user data to perfect the mechanics well before we show the game itself to anyone outside of the friends-and-family testing group.

              That's all that I have, I think. Just a few more months, hopefully, before we can sell out to the man. God knows I've been trying long enough, but having "an amazing aptitude for sitting" hasn't exactly been in demand lately.

              -s