Participants: Josh, Squirrel, Tom
Downloads:
Synopsis: At 2:15am somebody said, "hey let's do a game." Ten minutes later we gathered in front of the whiteboard, set an egg timer for 35 minutes (our self-imposed design deadline), and went at it. Half an hour later we emerged with a game idea about sneaking around through mazes with guards who walk regular or random patrols. Maps were simply 24-bit TGAs with special RGB colors representing key information: white for walls (impassible, block line-of-sight); grey for windows (impassible, don't block LOS); red for enemy spawnpoints, blue for enemy patrol paths, green for player spawnpoint, yellow for player goal, etc. Guard vision is represented by cones (overhead view) which are occluded pixel-perfect by white (wall) elements in the map. Thus, the player can hide in shadows cast by the guards' flashlights as they pass over a pillar in front of them. The world is also real-time deformable with pixel accuracy. Entering a guard's cone of vision for more than a split second causes your "bustactulation" meter to peak out and you get caught. Features the game-tweak constant DISBUSTACULATION_PER_SECOND.
Unfinished business: Win/lose conditions mainly. We also failed to fully leverage the fact that we had a pretty cool fully dynamic world with real-time pixel-accurate lighting... would've been nice to be able to plant bombs, destroy walls, open and close doors, etc. Programmer art only.
What went right
What went wrong
ALGDS and page content are Copyright 2004 Brian "Squirrel" Eiserloh. Note that neither Brian Eiserloh nor the ALGDS makes any claims of ownership, expressed or implied, of content generated by ALGDS Lodge members. All code and content created in Lodge sessions is owned solely by its individual creators and governed entirely by the decisions thereof. We do, however, reserve the right to freely release and redistribute any code, assets, or games submitted to the ALGDS by their rightful owners for that purpose.