View Full Version : procedure [prototype] : for those who don't mind thinking
dINGLE
03-05-2008, 09:51 PM
procedure is a puzzle game, where you must construct a procedure containing commands of different directions.
a line is drawn for each command, the goal being to create a procedure that creates as many lines as possible in a certain space.
it may sound simple, but there must be at least 50 patterns that can be made on level 1 alone!
and there is quite a bit of thinking involved in getting the maximum on each level.
give it a try.
link (http://www.gamedev.za.net/filecloset/data/files/465/procedure_[prototype]_.zip) [1.2MB]
FuzzYspo0N
05-05-2008, 11:12 AM
i like the concept, :) its really interesting... and challenging at times too
Thaumaturge
06-05-2008, 11:52 AM
I really like this - well done. ^_^
The idea of using a simple "language" to direct gameplay is one that very much appeals to me (as those who remember some of my previous thoughts on a spell-casting system might remember). ^_^
Cloud_Ratha
06-05-2008, 10:12 PM
this is quite fantasmic! You might want to make the line drawing a little more faster, or more fluid! Also i didn know how to cancel a procedure direction on the second level!
dINGLE
07-05-2008, 06:30 PM
this is quite fantasmic! You might want to make the line drawing a little more faster, or more fluid! Also i didn know how to cancel a procedure direction on the second level!
Thanks
At the moment you can't cancel an individual procedure direction on level 2, because left click is used to give that procedure direction the ability to be drawn over another line that was already there (at run time, in the red square)
Ill probably move the overlapping ability to right click.... just haven't got around to it :)
Cloud_Ratha
07-05-2008, 06:41 PM
Maybe just use the "delete" key?
Also maybe in the new levels make odd shaped boundaries so the person has to think of a crazy sequence?
dINGLE
08-05-2008, 06:56 PM
I'm not sure about the "delete" key. I think clicking the last procedure step to undo it is pretty intuitive.
The fact that there is no reference to it anywhere, but you still found out about the feature is proof of that :)
As for the levels, changing the boundary does sound quite good.
I also thought about the boundaries not ending the procedure, but it continuing on the opposite side, like snake.
Also like diagonal lines and stuff like that.
Cloud_Ratha
08-05-2008, 07:29 PM
Now that idea is pure win... You'll have to play with it to see how it goes!
Karuji
13-05-2008, 07:24 PM
I really enjoyed my little fiddlinh with the game though to be honest i used the exact same procedure for both level one and two but im really excited to see how the game turns out
Gazza_N
17-05-2008, 07:37 PM
Very nice idea! It's simple yet effective, and incredibly challenging. More! Make more!
Higushi
18-05-2008, 12:35 PM
I like this game. Nice going.
I really enjoyed the flowing game screens and your layout, you got that down well, and the game itself was captivating and challenging.
I like the ideas of changing the boundary shape and also making no boundaries. Diagonal lines could work as well. You could perhaps even place "objects" to dodge. There is a lot of potential for this game, keep going at it! :)
dINGLE
27-05-2008, 07:36 PM
to 3D or not to 3D?
Ive been thinking about delving into some irrlight and making some puzzles in 3D for procedure.
Not because of the usual "bigger, better, more 3D" attitude,
but because I think it will add to the experience and also to the challenge of the game,
having to think of the extra dimension, allowing even more freedom in the weird structures you can make
while still keeping and expanding on the 2D puzzles.
What do you guys think, those who have played the game?
Thaumaturge
27-05-2008, 08:13 PM
Hmm... It could be very interesting. It could also be very, very hard.
(I'll admit that I didn't manage to attain the "hard" line-count in the last prototype, I don't think, although I've managed to get within one line of it. ^^; )
At the least, if you don't mind the time put into it, it sounds as though it's at least worth a prototype.
It does strike me that it might be fun to "build" structures via these procedures - imagine someone coming up with a procedure that produces something similar to the Eiffel Tower, for example. (Such a feat may well, however, call for a longer procedure step allowance, and would probably benefit from multiple starting points.)
For that matter, multiple starting points might themselves be interesting, especially if one is allowed to provide a separate procedure for each...
Of course, that might be better kept for an "advanced" mode. ;)
dINGLE
27-05-2008, 10:45 PM
that actually reminds me of two things Ive been thinking about adding too.
First is a player orientated dynamic difficulty system,
where you choose the difficulty at the start (easy, medium, hard, hardest)
and if you run about 10 or 15 procedures without getting near the target
it asks you if you want to lower the difficulty.
Of course if you want to persevere on that difficulty you can click 'no'.
The opposite also being true.
If you choose medium, and breeze through a level, it will ask you if you want to make it harder.
The second thing I'm thinking about is sort of a 'line world'
that you get glimpses of between levels, as a reward for finishing the last level.
also later the player gets to 'build' and make additions to this 'world'
by making and running procedures :)
Although Im not that sure about this second idea, and how far I could go with it.
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