Pixel Attributes: Destructible, Slippery + Water Levels #39

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opened 2021-07-18 20:27:25 +00:00 by kirsle · 0 comments

These are some ideas for new attributes for level pixels.

Implemented:

  • Slippery
  • Better underwater physics
  • Destructible

Destructible

Pixels marked as Destructible are capable of being destroyed during gameplay by e.g. explosive TNT blocks.

Water

Currently, "water" pixels don't do much but turn the player character blue when it contacts them until they make contact with another (solid) pixel on the level.

Ideas to make water work better include:

  • Upon touching a water pixel, the player character switches to "underwater physics"
    • Jump button raises the character's altitude slightly to swim upwards.
    • Character sinks slowly when not jumping.
  • Water + Solid pixels would line the level geometry in underwater segments, so when the character touches ground they remain in water mode.
  • A default "Water Level" color palette would consist of many water pixels (some solid) for extensive underwater segments.

Slippery

If the player character or other mobile doodad finds itself on Slippery ground pixels, they should slide if possible towards the direction of gravity.

A perfectly level slippery slope they will not slide down.

Acceleration and friction should be lower on slippery floors.

These are some ideas for new attributes for level pixels. Implemented: * [x] Slippery * [x] Better underwater physics * [ ] Destructible ## Destructible Pixels marked as Destructible are capable of being destroyed during gameplay by e.g. explosive TNT blocks. ## Water Currently, "water" pixels don't do much but turn the player character blue when it contacts them until they make contact with another (solid) pixel on the level. Ideas to make water work better include: * Upon touching a water pixel, the player character switches to "underwater physics" * Jump button raises the character's altitude slightly to swim upwards. * Character sinks slowly when not jumping. * Water + Solid pixels would line the level geometry in underwater segments, so when the character touches ground they remain in water mode. * A default "Water Level" color palette would consist of many water pixels (some solid) for extensive underwater segments. ## Slippery If the player character or other mobile doodad finds itself on Slippery ground pixels, they should slide if possible towards the direction of gravity. A perfectly level slippery slope they will not slide down. Acceleration and friction should be lower on slippery floors.
kirsle added the
enhancement
label 2021-07-18 20:27:25 +00:00
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Reference: SketchyMaze/doodle#39
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