178 lines
5.6 KiB
Markdown
178 lines
5.6 KiB
Markdown
# Project: Doodle (Working Title)
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> **Homepage:** https://www.kirsle.net/doodle
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Doodle is a drawing-based maze game.
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The theme of Doodle is centered around hand-drawn, side-scrolling platformer
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type mazes. You can draw your own levels using freehand and basic drawing tools,
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color in some fire or water, and drag in pre-made "Doodads" like buttons, keys
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and doors to add some interaction to your level.
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This is a _very_ early pre-release version of the game. Expect bugs and slowness
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but get a general gist of what the game is about.
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This alpha release of the game comes with two example levels built-in for
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playing or editing and a handful of built-in Doodads.
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# Features
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(Eventually), the high-level, user-facing features for the game are:
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* **Draw your own levels** freehand and then play them like a 2D platformer
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game.
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* In **Adventure Mode** you can play through a series of official example
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levels that ship with the game.
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* In **Edit Mode** you can draw a map freehand-style and lay down physical
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geometry, and mark which lines are solid or which ones behave like fire.
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* Drag and drop **Doodads** like buttons, doors and keys into your level and
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link them together so that buttons open doors and levers activate devices.
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* In **Play Mode** you can play your level as a 2D platformer game where you
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collect keys, watch out for enemies, and solve puzzles to get to the exit.
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* Easily **Share** your custom maps with friends.
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## Mod-friendly
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(Eventually) all these features will support custom content in the
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game:
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* Users can create **Custom Doodads** to extend the game with a scripting
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language like JavaScript. The sprites and animations are edited in-game
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in Edit Mode, but the scripting is done in your text editor.
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* In **Edit Mode** you can drag custom doodads into your maps.
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* To **Share** your maps, you can choose to **bundle** the custom
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doodads inside your map file itself, so that other players can play
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the map without needing to install the doodads separately.
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* If you receive a map with custom doodads, you can **install** the doodads
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into your copy of the game and use them in your own maps.
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# Keybindings
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Global Keybindings:
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```
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Escape
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Close the developer console if open, without running any commands.
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Exit the program otherwise.
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Enter
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Open and close the developer console, and run commands while the
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console is open.
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F3
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Toggle the Debug Overlay.
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F4
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Toggle debug collision hitboxes.
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```
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In Play Mode:
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```
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Cursor Keys
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Move the player around.
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"E" Key
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Edit the map you're currently playing if you came from Edit Mode.
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```
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In Edit Mode:
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```
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Cursor Keys
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Scroll the view of the map around.
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"P" Key
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Playtest the current map you're working on.
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"F" Key
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Switch to the Pencil (Freehand) Tool
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"L" Key
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Switch to the Line Tool
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"R" Key
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Switch to the Rectangle Tool
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Ctrl-Z
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Undo
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Ctrl-Y
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Redo
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```
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# Built-In Doodads
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A brief introduction to the built-in doodads available so far:
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- **Characters**
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- Blue Azulian: this is used as the player character for now. If
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dragged into a level, it doesn't do anything but is affected
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by gravity.
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- Red Azulian: an example mobile mob for now. It walks back and
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forth, changing directions only when it comes across an
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obstacle and can't proceed any further.
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- **Doors and Keys**
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- Colored Doors: these act like solid barriers until the player or
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another doodad collects the matching colored key.
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- Colored Keys: these are collectable items that allow the player or
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another doodad to open the door of matching color. Note that
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inventories are doodad-specific, so other mobs besides the
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player can steal a key before the player gets it! (For now)
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- Electric Door: this mechanical door stays closed and only
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opens when it receives a power signal from a linked button.
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- Trapdoor: this door allows one-way access, but once it's closed
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behind you, you can't pass through it from that side!
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- **Buttons**
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- Button: while pressed by a player or other doodad, the button
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emits a power signal to any doodad it is linked to. Link a button
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to an electric door, and the door will open while the button is
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pressed and close when the button is released.
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- Sticky Button: this button will stay pressed once activated and
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will not release unless it receives a power signal from another
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linked doodad. For example, one Button that links to a Sticky
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Button will release the sticky button if pressed.
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- **Switches**
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- Switch: when touched by the player or other doodad, the switch will
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toggle its state from "OFF" to "ON" or vice versa. Link it to an
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Electric Door to open/close the door. Link switches _to each other_ as
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well as to a door, and all switches will stay in sync with their ON/OFF
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state when any switch is pressed.
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## Developer Console
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Press `Enter` at any time to open the developer console.
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Commands supported:
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```
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close
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Exit to the game's title screen.
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new
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Show the "New Level" screen to start editing a new map.
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save [filename]
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Save the current map in Edit Mode. The filename is required if the map has
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not been saved yet.
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edit [filename]
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Open a map or doodad in Edit Mode.
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play [filename]
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Open a map in Play Mode.
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echo <text>
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Flash a message to the console.
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clear
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Clear the console output history.
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exit
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quit
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Close the developer console.
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```
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# Known Bugs
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* In an **Unbounded** map, the game will sometimes spaz out in Play Mode when
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the character moves into negative coordinates (off the top or left edge of
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the level). Stick with only "Bounded" and "No Negative Space" levels instead.
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# Author
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Copyright (C) 2019 Noah Petherbridge. All rights reserved.
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