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---
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title: "Features"
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draft: false
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toc: true
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---
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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.
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![Screenshot of the level editor](/images/floor-is-lava.png)
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# _Sketchy Maze_ is a "Forever Project"
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I have a list of features I _really_ want for the "1.0" launch of the game, but
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I'll plan on continuing development for as long as I find it interesting and will
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release free updates to everybody who buys the game just once.
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I've always wanted to make a videogame, and always liked to learn about game
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design and everything, but never actually made anything worthwhile until
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_Sketchy Maze._ Over time, I realized that I don't actually want to build
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"a video game," what I wanted was a game _project_. Something I could just work
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on and add features to, more of a game "platform," something long-term like
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Minecraft.
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This page describes the initial set of features planned for the 1.0 and some
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ideas I have kicking around further down the road if all goes well.
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# 1.0 Features
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The expected feature list for the "1.0" version of the game, and how
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far along I am.
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## Level & Doodad Editor
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The level editor should include basic drawing tools:
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* **Features:**
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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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* _Should_ be pixel-perfect collision detection, though Boy has a hitbox
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that could use some trimming.
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* [x] Editable Palette to add and modify colors.
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* **Drawing tools:**
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* [x] Freehand
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* [x] Line
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* [x] Rectangle
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* [x] Ellipse
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* [x] Eraser
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* [x] Undo/Redo
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* [ ] Zoom In/Out ([--experimental](/guidebook/experimental.html))
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* **Level Sizes:**
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* [x] Bounded levels (0,0 to 2550,3300)
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* [ ] Custom width/height for Bounded (just needs UI work)
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* [x] No Negative Space: infinitely big levels which still have a
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top-left corner bounded at (0,0)
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* [x] Unbounded: infinitely large levels with no corners.
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* [ ] Bordered: a bounded level where the top and left decorations
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wrap around on the bottom and right sides too.
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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] 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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* **Doodad Editor:**
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## Doodads Editor
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## Single Player Campaign
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The game is expected to come with a series of proper levels built-in which
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are played in sequence and has some kind of interconnected story or
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something. Currently you get some tutorial levels.
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* **Single Player Campaign:**
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* [ ]
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* **Polish:**
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* The platforming physics will be better. Currently the character gets
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stick walking up sloped surfaces, _especially_ moving Left (but not as
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much moving Right).
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* [ ] Checkbox?
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# Current Doodads
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The current list of doodads built-in with the game can be found in the
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[guidebook](/guidebook/doodads.html). For the exhaustive list so far, we have:
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* **Bird:** a red bird that flies back and forth and can be ridden on.
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* **Button:** sends a power on/off signal to a linked doodad.
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* **Colored Doors & Keys:** four pairs of locks and matching keys.
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* **Crumbly Floor:** a break-away floor.
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* **Electric Door:** a closed door that only opens when it's powered.
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* **Red Azulian:** test mob.
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* **Small Key Doors:** locked doors and keys that are consumed each time
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a door is unlocked.
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* **Start & End Flags:** set the player spawn point and level goal.
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* **State Blocks:** blue and orange blocks that toggle from solid to
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passable.
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* **State Button:** on/off switch that globally toggles state blocks.
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* **Switches:** toggle electric doors open or closed or provide power
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on/off to other doodads.
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* **Trapdoors:** one-way passages (all four directions).
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* **Warp Doors:** for fast travel around the map between any two linked
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Warp Doors.
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* **Warp Doors (Blue & Orange):** boolean state versions of Warp Doors,
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which may only be entered while the door is active.
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Some hidden doodads that you can activate with cheat codes, but which
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don't **do** very much because they were for the player character:
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* **Boy:** the player character in a blue hoodie.
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* **Blue Azulian:** the original placeholder character, a blue version of
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the Red Azulian.
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(For that cheat code, try entering "boolProp showAllDoodads true" into
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the developer console **before** opening the Level Editor, and they will
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be available in the Doodads palette with the others).
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