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config.toml
12
config.toml
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@ -34,9 +34,19 @@ theme = "notebook"
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weight = 7
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[[menu.main]]
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pre = '<i class="fab fa-discord"></i>'
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name = ""
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name = "<!--Discord-->"
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url = "/discord"
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weight = 8
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[[menu.main]]
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pre = '<i class="fab fa-twitter"></i>'
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name = "<!--Twitter-->"
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url = "https://twitter.com/SketchyMaze"
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weight = 9
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[[menu.main]]
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pre = '<i class="fab fa-github"></i>'
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name = "<!--GitHub-->"
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url = "https://github.com/SketchyMaze"
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weight = 10
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# [[menu.main]]
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# name = "Tags"
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# pre = "tag"
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@ -2,7 +2,6 @@
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title: "About Sketchy Maze"
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draft: false
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---
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_Sketchy Maze_ is a "drawing-based maze game" themed around hand-drawn maps
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on paper. You can draw your own custom levels and make them look
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like anything you want. Draw a castle or a cave, and you decide which colors are
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@ -37,8 +36,7 @@ how the level plays out.
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When you're just drawing with a pen and paper, the maze can be anything you want.
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You can draw a castle or a cave, place little gizmos and traps throughout the
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level and create puzzles. Do you want the red pixels to mean "fire" and burn the
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player? Or do you want to decorate the tops of "bloody" spikes with red? Either
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way, the 'fire' attribute on that color will do the job and you can draw whatever
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player? The 'fire' attribute on that color will do the job and you can draw whatever
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shape you want for your level hazards.
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![Palette editor](/images/palette.png)
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@ -67,12 +65,16 @@ _theme_ of Sketchy Maze is "hand-drawn maps on paper", the engine is actually
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quite flexible and you can create full-color pixel art levels. The
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[`doodad` tool](/guidebook/doodad-tool.html) can convert PNG images into levels
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and it is not difficult to adapt full-color pixel art maps into playable levels
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for this game.
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for this game. I once tested this early on in development to convert the full map of
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_Super Mario Bros._ 1-1 into a _Sketchy Maze_ level in order to stress test how my file format works for
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densely packed levels with a lot of color. It worked!
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See the [example doodads](https://code.sketchymaze.com/declassified/doodads)
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where there will be example custom doodads that behave like some of the game's
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built-in ones. The [JavaScript API](/guidebook/custom-doodads/scripts.html)
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is documented in the [Guidebook](/guidebook/) that comes with the game.
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is documented in the [Guidebook](/guidebook/) that comes with the game. Stay
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tuned for some tutorials that walk you through how to create custom pixel-art
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levels and make your own doodads.
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# See Also
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@ -10,6 +10,9 @@ About Sketchy Maze.
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## What is _Sketchy Maze?_
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It is a "drawing-based maze game" themed around hand-drawn maps on paper.
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It's one part 'yet another 2D platformer game', one part 'Mario Maker but you can
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make whatever you want', and part educational game in that it might help teach
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someone to code so they can program their own custom doodads.
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With Sketchy Maze, you can draw your own levels and then play them as a
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side-scrolling platformer game. You can draw maps freehand or with some basic
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@ -27,11 +30,24 @@ doodads included in them depending on your version of the game.
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_Sketchy Maze_ is first and foremost a videogame for **desktop operating systems.**
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It should run on any GNU/Linux, Microsoft Windows or Apple macOS computer.
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If you're feeling dangerous, you can also run it on GNU/Linux smartphone devices
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like the Purism Librem 5 or Pine64 Pinephone. Mobile ports are _relatively_
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down on the priority list, but it already _sorta_ functions.
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I currently package releases of the game for:
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See the [Download](/download) page.
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* **Windows** (64-bit and 32-bit)
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* **Mac OS** (Intel 64-bit only for now!)
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* **GNU/Linux**
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* x86_64, i386, and aarch64 release on Fedora-likes (.rpm) and Debian-likes (.deb) and .tar.gz
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* x86_64 and aarch64 Flatpak packages.
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* Works on Linux smartphones like the Pinephone and Librem 5!
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Some places I could see it going in the future:
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* **Android:** I saw an [example app](https://github.com/veandco/go-sdl2-examples/tree/master/examples/android)
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how to run a Go SDL2 program like mine on Android but its documentation seems outdated and I haven't
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figured it out yet. I'm using my Pinephone to plan a mobile/touch friendly UI but Android is a
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likely target at some point.
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* The **[Steam Deck](https://store.steampowered.com/steamdeck/):** for _Sketchy Maze_ I just need joypad
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controls so you can navigate the UI and play the game without a mouse or keyboard, and this
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Nintendo Switch-like device would be an amazing host to my game!
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## What are "doodads?"
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I hate DRM, so I don't expect so.
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Likely, the same program .exe will use "free version" features by default
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until registered as a paid version, with either of these options:
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until registered as a paid version, with any of these options:
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* With a license key file for offline activation.
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* With an online check to an account server (optional)
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* If released on Steam, a Steam license check for the game.
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* If it gets online services, by logging into an account associated with your
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purchased copy of the game (provable by the license key file).
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* If released on Steam or other managed store, a check with the store's API
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following their standard procedure.
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But I would most aim for the first option to always be available: buy the
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game once, get a proof file that you can keep forever and upgrade to the
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full version of the game. That way even if I get hit by a bus or you lose
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your Steam account, the game can still be played to its full potential.
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But the plan is that the "license key file for offline activation" _always_
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be available. You get a proof file that you can keep forever and any version
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of the game that accepted it before will always do so. That way even if I got
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hit by a bus or you lost your Steam account, the game can still be played to
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its full potential.
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## What about piracy?
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interesting over time, as custom user content made for newer versions of the game
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would become incompatible with the older versions.
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When the game gets online services (sharing levels/doodads), the compromised
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license key would be forbidden from those services.
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## Will this game be available on Steam?
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I haven't decided yet. I think I could try and distribute the game myself first.
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It's gonna be in beta for some time and I can see if it attracts a cult following
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along the way.
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If the game gets online services in the future (e.g. for seamless in-game
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sharing of custom levels and doodads), players would need a valid signed
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license key to log on and these leaked keys would be excluded.
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# Technicals
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draft: false
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---
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The following are the game's **current** features and its **planned** features
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The following are the game's **current** features and its planned features
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before the game leaves "alpha" status. There is a list of crucial "1.0" features
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and some ideas for where I may take this game further down the road. I plan on
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making this game my "forever project" and keep adding to it and releasing
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far along I am. The general idea of what "1.0" will look like is that it
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will have these features:
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* **Single Player Campaigns:**
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* **Single Player Campaigns** <small>([Story Mode](/guidebook/story-mode.html))</small>:
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* The game would come with at least one single-player campaign of built-in
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levels which are completed in sequence.
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* The free (shareware) version gets at least one campaign available to play.
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* The full version unlocks additional campaigns/chapters.
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* The player's progress and high scores on a level pack are saved. Some
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levelpacks can have their later levels "locked" until the player completes
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earlier levels.
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* Players can create their own [Level Packs](/guidebook/custom-levels/levelpacks.html)
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too and share them with others.
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* **Level Editor & Custom Levels:**
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* A fully featured level and doodad editor is included, with all the tools
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needed to create custom content.
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* Custom doodads can be created or downloaded manually (and placed in the right
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game folder), and can be used in custom levels.
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* Custom doodad files can be copied and shared to other computers (and placed
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in the [right game folder](/guidebook/profile-directory.html)) and be used
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in custom levels.
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* Custom level packs that use only the built-in doodads are perfectly
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supported; if they require custom doodads, players need to install the
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doodad files manually.
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* **Full Version Extras:**
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* The [full version](/register/) adds extra qualify-of-life improvements in
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* The [full version](/register) adds extra qualify-of-life improvements in
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support of custom user content, to make it easier to share custom levels
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which use custom doodads.
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* "Publish" a .level file which _embeds_ all of its custom doodads _inside_ the
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level data, so that it "just plays" on someone else's computer, if they also
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have the full version of the game.
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* [In the future](#future) there may be in-game features to upload and download
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custom levels and doodads online, for full versions of the game only.
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* The ability to create a .level file which embeds _all_ of its custom doodads
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_inside_ the level's data for easy transport to another computer. The level
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brings everything it needs, so no need to juggle custom doodad files by hand!
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* The ability to _play_ a .level file which embedded its custom doodads.
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* By extension, the ability to play a [Level Pack](/guidebook/custom-levels/levelpacks.html)
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whose levels use custom doodads and everything will **just work** by simply
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downloading the one .levelpack file and loading it in your game!
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Some details of features and current progress towards the 1.0 release:
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* **Single Player:**
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* [ ] Campaigns system to define one or more series of levels.
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* [ ] One chapter of built-in levels. May be a small set at first, but free
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updates can bring more levels.
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* [x] Campaigns system to define one or more series of levels (Level Packs).
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* [x] At least chapter of built-in levels.
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* [x] Scoring, savegame and progression system.
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* [ ] At least 12 levels in one level pack together
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* **As of v0.10.0:** I have 5 levels in First Quest and 3 in Tutorial (8 total)
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* Minimum for "1.0", more levels can be added in free updates.
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* **Level Features:**
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* [x] Set of built-in wallpaper images of paper-themed level backgrounds.
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* [x] User can pick a custom wallpaper image which attaches to the level file.
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* [x] Unbounded: an "infinite" sheet of paper with room to grow in all directions.
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* [ ] Bordered: a bounded sheet of paper with decorations wrapping around
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all four edges.
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* [ ] Player can configure the limits of bounded levels.
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* [x] Player can configure the limits of bounded levels.
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* [x] Patterns for your level colors to give them textures like pencil graphite
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or marker when drawn onto your level.
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* [x] User can "publish" their level with custom doodads attached to it, for
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easy sharing with others ([full version only](/register/))
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* [ ] Support for custom user-created patterns
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* **Level Editor:**
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* [x] Easily switch between Play Mode and Edit Mode to test your level.
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* [x] Draw your own pixels anywhere you want.
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* [x] Basic Drawing Tools: Pencil, Line, Rectangle, Ellipse, Eraser
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* [x] Undo/Redo
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* [ ] Zoom In/Out ([--experimental](/guidebook/experimental.html))
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* [x] Zoom In/Out
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* [x] Editable Palette to add and modify colors and their properties.
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* [x] Color properties: decoration (default), solid, fire, water
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* [ ] Maybe: destructable, slippery, wire, semisolid.
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* [x] Place doodads and link them together
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* **Wallpaper Themes:**
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* [x] Notebook: standard blue ruled notebook paper.
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* [x] Blueprint: dark blueprint paper.
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* [x] Legal pad: yellow legal pad with blue and red lines.
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* [ ] Blank sheet: a texture of a blank white sheet of paper.
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* [ ] Grid paper: a white page with grid pattern.
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* [x] Grid paper: a white page with grid pattern.
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* [x] Dotted paper: dots of various colors spaced and aligned like the grid paper.
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* [x] Pure white: just a solid white background with no texture.
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* [ ] Placemat: a wavy pattern meant to decorate all four sides of a
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Bordered map.
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* [ ] Custom Wallpaper: users will be able to bundle a custom
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wallpaper texture inside their level file.
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* [x] [Custom Wallpaper](/guidebook/custom-levels/custom-wallpaper.html): users can
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bundle a custom wallpaper texture inside their level file (supported for the
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free version too!)
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* **Doodad Editor:**
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* [x] Fully create all artwork (multiple frames) using in-game tools
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* [ ] Attach and manage JavaScript source to the doodad in-game
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(note: external code editor for _writing_ the JS will be used)
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* **Custom Content and Mod Support:**
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* [x] All tools included to create custom levels and doodads and share custom
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creations with other players.
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* [x] Attach and manage a JavaScript source file on your doodad in-game
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* The game includes some "generic scripts" built-in that can generally apply
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to _any_ doodad, allowing players to create simple obstacles without needing
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to even touch any JavaScript:
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* [x] Generic Solid: the hitbox of your doodad acts solid.
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* [x] Generic Fire: the hitbox of your doodad acts like fire.
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* [x] Generic Anvil: your doodad behaves just like the [Anvil](/guidebook/doodads.html#anvil).
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* [x] Generic Collectible: your doodad can be picked up and sit in the player's
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inventory, quantity configurable in its tags.
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* [ ] Generic Warp Door: that will work with the game's built-in doors.
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* [ ] Generic Creature: a method to create a working character completely in-game
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that can be played as by linking it to the Start Flag.
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* **Custom Content:**
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* [x] A [Guidebook](/guidebook) that ships with the game and is available online provides
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thorough documentation about the game's features and how to create custom content.
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* [x] Custom doodads can be programmed in JavaScript and the game's built-in doodads
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are using the same API as everybody else. The API will expand as the engine gains
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new features.
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* [x] Custom wallpapers to use as your level background (full color photos, pixel art, whatever!)
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* The game ships with the `doodad` tool which provides advanced features for
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manipulating levels and doodads:
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* [x] Convert a PNG image into a .level file (full-color pixel art levels perfectly ok!)
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* [x] Convert a .level file back into a PNG image
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* [x] Create a .doodad file using PNG images to define their layers.
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* [x] Read and modify properties on levels and doodads
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* [x] Manage the attached JavaScript source for a doodad
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* **Full Version Extras:**
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* [x] Level editor: User can "publish" their level which produces a .level file
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which _attaches_ any custom doodads the level needs into the one file.
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* [x] Ability to play levels which embed their custom doodads.
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* [x] Ability to play level _packs_ whose levels embed their custom doodads.
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# Future
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@ -8,7 +8,7 @@ unlock some additional features to make custom content and modding _much_
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easier to do.
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The notable features that registering your game will unlock
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(as of [v0.10.0](/posts/release-v0.10.1/)) include:
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(as of [v0.10.1](/posts/release-v0.10.1/)) include:
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* The ability to [publish](https://www.sketchymaze.com/guidebook/custom-levels/publishing.html)
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and play levels which **embed their custom doodads** _inside_ the level file for
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@ -22,7 +22,7 @@ _any_ amount of money for it. When the "1.0" of the game launches, it will have
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a page on [Itch.io](https://itch.io) for a more structured storefront but for
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now I have a couple of options for you:
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* Support me [on Patreon](https://www.patreon.com/kirsle) at least once
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* Support me [on Patreon](https://www.patreon.com/kirsle) at least once.
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* Send me a one-off donation on [Paypal](https://www.paypal.com/donate?business=Q9TER3KLPK8XG&no_recurring=0¤cy_code=USD).
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<form action="https://www.paypal.com/donate" method="post" target="_top">
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<p>
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<strong>Sketchy Maze</strong> is a drawing-based maze game themed around
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hand-drawn maps on paper. You can design your own level and make it look
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like anything you want, and drag-and-drop some 'doodads' like Buttons,
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Doors and Keys to add interactive elements and create puzzles and
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obstacles.
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hand-drawn maps on paper.
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</p>
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<p>
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@ -16,7 +13,15 @@
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</p>
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<p>
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The game is currently available as an early <strong>alpha</strong>
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While the game includes some built-in levels you can play, its main feature
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is the editor. You can draw your own maps and make them look like anything
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you want, picking your colors and deciding which are solid and which
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are fire, and then drag-and-drop some 'doodads' such as keys, doors, and
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enemies to make it interesting and then <strong>play</strong> it.
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</p>
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<p>
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The game is currently available as an early <strong>beta</strong>
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release. See the <a href="/download/">Downloads</a> to try it out!
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</p>
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@ -11,6 +11,14 @@ body {
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background-repeat: no-repeat, repeat-y, repeat-x, repeat;
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}
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/* On narrow screens add contrast behind the nav bar */
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@media (max-width: 600px) {
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.nav-link {
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background-color: rgba(255, 255, 255, 0.5);
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border-radius: 24px;
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}
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}
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img {
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max-width: 100%;
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height: auto;
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