The code is finished. Download from this following post: . Let me know of any problems ASAP. In particular, if you get an error screen (six numbers stacked vertically on a white background) please write down the code and let me know.
Previous topic-start post follows:
Here's a game similar to Columns, Jewel Master, or Salu's Acid Drop. The playing field is 6x20, and the goal is to get groups of 3 or more like-colored gems in a row vertically, horizontally, or diagonally. Any time such groups are created, they will disappear and any gems above will fall down into gaps thus created. If this creates more groups of three in a row, those too will disappear in a chain reaction.
Move the controller left and right to steer the current column of gems. Press fire to rotate the gems within the column. Press down on the joystick to drop the column quickly. In this version (not in the "real" game) you may push up to move the column of gems upward. Also, if you don't like the current triplet of gems that's coming down, you may change it by pushing up on the player two controller [again, this is a playtesting feature which will not be in the real game].
The game ends whenever a set of three gems is not able to fall completely onto the screen prior to any gems disappearing. This will happen immediately if gems are piled to the top of the third column (where new gems always appear).
Getting three gems in a row is worth a "base" of one point; four in a row two, five in a row three, etc. In a chain reaction, the second batch of gems is worth double, the third batch triple, etc. One gem may scored in multiple directions. For example, suppose columns 1 and 3 contain, from bottom up, "green red green red red" and a "green green green" gem is dropped between them. This will score four points for the green gems (two diagonal and two horizontal threesomes) and then another four points for the red gems (two vertical threesomes, doubled).
The game still needs ramping difficulty levels, sound effects, and easter eggs. Some considerations:
-1- The kernel I wrote in 1994 uses six-dot-high gems with two scan lines between. Should I change that to seven, or use the screen real-estate for something else.
-2- The end-of-game rule might use a little tweaking. Perhaps I could have the top two rows not be displayed, but participate in chain reactions; any gems left in the top two rows after all reactions are complete would end the game. This might work well with increasing the gem height by a scan line.
-3- How are the colors? Is the use of brighter colors in the currently-falling gems nice or annoying? Are there any colors that are confusingly similar on anyone's television set?
-4- Should I have the gems change shape on differnet levels?
-5- How is the scoring? I like having a simple-to-understand scoring system, but scores don't get terribly high. Perhaps multiplying all scores by the current skill level might be helpful.
I'd appreciate any thoughts anyone would have to offer about this game. I wrote the gem kernel in 1994, but didn't understand enough about INTIM to come up with something playable [trying to do a game like this with WSYNC alone quickly gets insane!]. Glad I decided to dust it off.
Original bin: col.bin 4KB 523 downloads
Latest bin of 4K game (NOT DELUXE VERSION): sgems.bin 4KB 555 downloads
(other WIP binaries available in thread)
Edited by supercat, Sun Dec 18, 2005 11:26 PM.