Danger Quest: Monster Night (t money's Worklog)

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pretty close to done

i've made a lot of little changes since the demo version, most of them under the hood.

-changed the hunting behavior of the monsters.

-made it so it's fully functional with touch screen AND with wiz button interface (was only touch screen up until a little over a week ago)

-i've also changed my approach. instead of it being an endless, "get the high score" game, there will be 10 rounds, and once you've completed those, you've "beaten" the game. i probably will, after the competition, add an endless "get the high score" mode. but this will make it so i won't have any difficulties building the levels on time.

a couple differences to show in this picture here:


1- I made the buttons in the bottom right hand corner larger for ease of use on the wiz (i highly recommend to anyone else in the competition to keep in mind that the wiz touch screen is a little wonky on the edges, so make sure any buttons are big enough to select with ease)

2- on the right hand side, the character selected is brighter than the other 2, which makes it easy to tell who you are looking at if their shirt is obstructed.

3-You can see a new item i've added, the torch. for the most part, torches are not lit when you start a level. you light a torch by landing on it's square. it illuminates a larger area than the dudes do, and if a monster walks into the light of a torch during the monsters turn, you'll see it. so they kind of work like security cameras.


at the moment, i have 9 monsters/themes ready, and most of the levels i need for 8 of them. i'm working on my last monster/theme right now, but i took a break to make this update. and that's the last you'll hear from me until after the deadline.
(Posted on January, 14th 2010, 20:39)

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