In this release of XorGramana, things are nearly all working. The first level, "Newbies Request" is fully playable, while the second level "My Race Mud" is only half-designed - coming stuck upon the fact that not everything is working (ie bomb detonation checks for gravitating objects does not handle the new up-rising and right-running objects).
Another development is the icons for objects now have 'indicators' overlaid representing the object's behavioural characteristics. A long blue arrow represents the direction the object will 'gravitate' given the chance (don't get in their way). A long red arrow represents the orientation of a bomb object's blast (ie horizontal or vertical). A single green stubby arrow means that the object can be pushed one block at a time in that direction. Two green stubby arrows joined means the object will 'run' when pushed in that direction (and won't stop until it is blocked). Get this ALPHA (0.0.6) release from http://www.jwm-art.net/art/archive/XorGramana-0.0.6.tar.bz2 ------------------------------------------------- This file illustrates what checks should take place when a bomb object is detonated. Please view in a FIXED-WIDTH FONT. Game Logic ---------- The game logic within the original Xor game, which I (hopefully) correctly implemented in XorCurses, had the following important rules governing precedence of moving objects: If player moves right to collect a pickup which has both a falling object and a left-running object resting against it (the pickup) then which moves first depends on which direction the player moves to get out of it. If player moves down, the left-moving object moves before the falling object. If the player moves left, the falling object moves before the left-moving object. (And if there were chains of objects all of each type move before the other type). more: http://jwm-art.net/light.php?p=j20090313-1415 _______________________________________________ NetBehaviour mailing list [email protected] http://www.netbehaviour.org/mailman/listinfo/netbehaviour
