First stab at the new resolution blocks. Originally I thought resolution switching would be additive; blocks would only be added while moving up a resolution and only subtracted while moving down. But that would limit the variety and complexity of puzzles available.
My current thinking is that blocks can exist in just one, all but one or many resolutions. So now I need a way to represent if a block exists in the resolutions above and below the current one. I'm doing this with a debossed diamond that is:
- filled if the block exists above and below
- bottom-half empty if the block doesn't exist below
- top-half empty if the block doesn't exist above
- completely empty if the block doesn't exist above or below
Hinting blocks, where a block exists in an adjacent resolution, work similarly:
- no arrows if the block exist above and below
- arrow up if the block exists above
- arrow down if the block exists below
- no outline at all if a block doesn't exist above or below
Since you can only move in one direction in the 2- and 16-bit resolutions, their representations only make the distinction of exists or doesn't exist.
Imagine Megaman-like disappearing block puzzles where you control the pacing of the disappearing blocks. Or paths to high roads that appear out of thin air and disappearing bridges that let you explore previously inaccessible depths.
As soon as I post this I find a better contrast level for the 8-bit version. And an idea for a new enemy. A witch or magician that sends you to a random (previously-acquired) resolution. Maybe he only appears in certain areas when you have all the carts. That could be dastardly.
Slightly concerned there isn't enough of a difference between "up" and "down". People tend to not look in that sort of detail (as evidenced by the fact that only now are a lot of people realising that Mario doesn't hit blocks with his head in the old 8/16bit games).
Struggling to think of a more immediately recognisable and differentiable rendering though. Interesting problem.
I think you guys are over-thinking it. Two things to remember: The cues will be explained first and then used consistently. And: "Scrubbing" resolutions will be easy enough until you get the hang of which is which.
A bonus third thing: If all else fails, a little old school memorization never hurt anybody :P
Shaun, I love your work on Mimeo! I've been listening to the Fortress tracks you posted as well as keeping up with your shots here — great work!
Designing blocks to jump on in a virtual world is something I've long wanted to do. Mimeo has inspired me to explore some game ideas. I don't know any C programming yet, but I've just picked up a few books from the library based on your recent post about game resources.
Thanks so much for the transparency and sharing Shaun. Keep up the excellent work here — can't wait to see this continue to grow.
12 Responses
Pro
Shaun Inman
First stab at the new resolution blocks. Originally I thought resolution switching would be additive; blocks would only be added while moving up a resolution and only subtracted while moving down. But that would limit the variety and complexity of puzzles available.
My current thinking is that blocks can exist in just one, all but one or many resolutions. So now I need a way to represent if a block exists in the resolutions above and below the current one. I'm doing this with a debossed diamond that is:
- filled if the block exists above and below
- bottom-half empty if the block doesn't exist below
- top-half empty if the block doesn't exist above
- completely empty if the block doesn't exist above or below
Hinting blocks, where a block exists in an adjacent resolution, work similarly:
- no arrows if the block exist above and below
- arrow up if the block exists above
- arrow down if the block exists below
- no outline at all if a block doesn't exist above or below
Since you can only move in one direction in the 2- and 16-bit resolutions, their representations only make the distinction of exists or doesn't exist.
Imagine Megaman-like disappearing block puzzles where you control the pacing of the disappearing blocks. Or paths to high roads that appear out of thin air and disappearing bridges that let you explore previously inaccessible depths.
over 2 years ago
Pro
Chad Engle
Alright, I can just go ahead and send you the app purchase now... This is gonna be sick. Nice work as always.
over 2 years ago
Pro
Shaun Inman
As soon as I post this I find a better contrast level for the 8-bit version. And an idea for a new enemy. A witch or magician that sends you to a random (previously-acquired) resolution. Maybe he only appears in certain areas when you have all the carts. That could be dastardly.
over 2 years ago
Pro
Paulo Zoom
I love the blocks, great idea. On the hinting blocks, won't they be too small to notice the subtle differences without tiring players' eyes?
over 2 years ago
Pro
Shaun Inman
I don't think so, you're seeing them at-size above. The Mimeoverse is rendered with 2x2 pixels for extra blockiness. Besides, they're just hints ;)
over 2 years ago
Pro
Jesse Gardner
I have to say the block logic took me a few minutes to grasp. I'm sure it's probably easier to figure out in action...
over 2 years ago
Thinking I might need a degree from Mimeo University to play this beast of a game. :)
over 2 years ago
Slightly concerned there isn't enough of a difference between "up" and "down". People tend to not look in that sort of detail (as evidenced by the fact that only now are a lot of people realising that Mario doesn't hit blocks with his head in the old 8/16bit games).
Struggling to think of a more immediately recognisable and differentiable rendering though. Interesting problem.
over 2 years ago
Pro
Philip Renich
If you're in 2-bit and a block doesn't exist in 4-bit, but does in 8-bit, will the hinting show?
@Matt Wilcox - I didn't play enough Mario as a kid, what does he hit the blocks with?
over 2 years ago
Pro
Shaun Inman
I think you guys are over-thinking it. Two things to remember: The cues will be explained first and then used consistently. And: "Scrubbing" resolutions will be easy enough until you get the hang of which is which.
A bonus third thing: If all else fails, a little old school memorization never hurt anybody :P
over 2 years ago
Pro
Shaun Inman
@Philip only blocks in immediately adjacent resolutions will appear as hints—leaving room for exploration and repeat plays.
over 2 years ago
Pro
Dave Rau
Shaun, I love your work on Mimeo! I've been listening to the Fortress tracks you posted as well as keeping up with your shots here — great work!
Designing blocks to jump on in a virtual world is something I've long wanted to do. Mimeo has inspired me to explore some game ideas. I don't know any C programming yet, but I've just picked up a few books from the library based on your recent post about game resources.
Thanks so much for the transparency and sharing Shaun. Keep up the excellent work here — can't wait to see this continue to grow.
about 2 years ago