Lode Runner (Dennis's Worklog)

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More specs

You'll probably find this boring, but i'm going to write down more specs.

Resolution: 640x480
Background: 640x480

Tiles: 32x32
- Soft Block
- Soft Block
- Ladder Tile
Player sprite: 32x32
Enemy sprite: 32x32
Gold sprite: 32x32

level size: scrollable:

Small: 640x480
Medium: 1280x480
Large: 1280x960
XL: ?

Graphics as simple as possible first:

Player: purple Triangle
Enemy: Red triangle
Background: none
Hard Block: Grey
Soft block: Flashy Green + Animation for melting it
Gold: Yellow triangle (small)
Ladder: Light Blue


TECHNICAL:

The level editor
----------------

Use hotkeys to change the tile. The tile follows the mouse cursor. Place a tile on the background by left clicking. the fpg (good idea to use fpgs or not?) will be chosen by the user. For now it will just read gfx.fpg.
We'll need a menu later to select the tile or map hotkeys to each tile.

It will be a simple program that just generates tiles on a map with the predefined sizes (S,M,L,XL?) and saves the coordinates + the tile graphic code (= struct) to a "file.lvl". An interface will be needed to read this file.

Level Interface
---------------

this will read the lvl files. The coordinates will be read. And the graphic for the level constructed. The struct with the tiles will be loaded and the character will be on one of these tiles, based on the graphic codes the sprite will move through the level. The graphic code is predefined for lode runner, so each graph code has a functionality. The level interface is probably a part of the main game engine.


... more later ...
(Posted on May, 6th 2009, 16:11)

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