From Final project
November 13, 2012
Production Report: Puzzletopple
When I started this project I had a goal in mind. I wanted to entertain my intended audience (12 years and up). I wanted to do this in an addicting way.
Something that will capture the user and keep them intrigued in the project. I thought about a racing game at first. Starting the game I started to run into issues that made me think about the outcome of the project. I came to the conclusion that the game would have a narrow audience, making me abandon the project till another time. My next idea was a pong type game, which I quickly called it quits on. The third attempt started before project three was due. The assignment was to create a simple game that would be demoed in class. For my project I chose to do a puzzle game of some kind.
Developing the game I thought I would create (recreate) a newer version of a 1980’s game called Quick Brick (Bricks), I found to create this game I’d have to understand the physics of gravity in Flash. I realized from the beginning that there was going to be some extensive research for the project to come to life. I started to read about how Hash functions work, including collision detection, interactive 3d environments, joint definitions (Pulley and Revolute).
The process right out of the gate forced me to create a jigsaw puzzle (project three) to have the project due on time. The hope was that the last assignment would allow me to continue to create the game. I did abandon this game for a short period of time because of the fear of it not being completed by the deadline. Once again I ran into problems with my alternative and started working on the “Block” type game again.
The boxes in the 1980’s game fell in a vertical pattern if the user removed a box under other boxes. I was looking for a more advanced approach to this. The problem was how do I make the boxes fall over if the user removed boxes at the bottom of the pile. How fast would the boxes fall? What direction would they topple over (if they did)? How the level would end and how the new level would begin. Also I had to overcome the issue of swaying. Would the boxes sway? How much would they sway? As well as when is it appropriate for the swaying to occur. I knew from other research in this project some of the fundamentals of the gravity aspect were going to require math and quite a bit of it. At this point I hadn’t even started the game itself and thought it was time to do just that.