We’ve made some significant progress in our game development!
Now that we’re into the meat of our project, we can talk a little bit about the architecture of the project. We’ve gotten a lot of experience with what to do and what not to do when designing a level based game. Since we’re using Thothonegan’s GAIL (www.idcprojects.com/gail), our game will run cross platform on iPhone, Android, Mac, PC, and Linux. Due to this advantage we decided to build the editor for the game INTO the game itself.
See a preview of what we have so far:
With renditions of an early UI, this view shows some of the basic gameplay elements. The square in the bottom left and the paint splatter looking thing in the upper right are the spawn point and goal, respectively. You simply tap and drag your finger to choose both a direction and power, then release to make the rocket take off. as it flies, it will interact with gravity fields of different planets.
Each item on the screen has a list of properties associated with it, which can be overridden for a specific level. This allows us to create basic elements, and then override the defaults with special values (like different pictures, gravity, mass, and special powers). It’s a powerful system that uses LUA scripting extensively and now we can offer our game editor that we used to create the game (minus a few special tweaks) as an in app purchase (or reward for winning the game).