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Cart [#39784#] | Copy | Code | 2017-04-19 | Link
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I loved these old "programming" puzzle games in the Apple II era, like Rocky's Boots and Robot Odyssey. I thought it seemed like a good fit to do something similar for pico-8, since unlike most programming games we don't need full keyboard input, we can get by with just two buttons.

Older versions:


Cart [#39571#] | Copy | Code | 2017-04-12 | Link
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Cart [#39116#] | Copy | Code | 2017-04-05 | Link
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Cart [#38890#] | Copy | Code | 2017-03-30 | Link
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Cart [#38793#] | Copy | Code | 2017-03-27 | Link
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P#38785 2017-03-27 18:59

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This is awesome! I want to see more!

P#38794 2017-03-27 23:23

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Brilliant, reminds me of SpaceChem, can't wait to see more.

P#38821 2017-03-28 16:48

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I was hoping there'd be more after that tutorial. It's a fun idea.

P#38828 2017-03-29 00:01

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Really fun! I found the control scheme really hard to get used to; was constant forget which color was for which state and which button did what in each mode.

P#38830 2017-03-29 00:37

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Thanks! Yeah @mhughson I dislike mode switching in control schemes, it's like forcing the player to learn vim just to play. I have some ideas on how I might be able to avoid it. Though once I add graphics for the player character that should help, too.

P#38851 2017-03-29 13:56

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Great work so far! I also got lost in the control scheme, but it has a lot of potential. As you mentioned, different player sprites would help immensely.

P#38853 2017-03-29 14:35

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Oh god. I bet vim supports writing a game like this in it somehow.

P#38871 2017-03-30 02:38

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lol I bet there's whole games written in vimscript out there somewhere.

The robots are in! I've modified the control scheme to get rid of the mode switching, and expanded the tutorial with a robot screen. I've added a couple initial in-game puzzles as well.

I don't think the tutorial is a complete success, especially with all the new concepts the robots add, I may re-do it completely. I'd like to get more actual puzzles added first, though.

P#38891 2017-03-30 20:22

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I like it! My robot disappeared in the tutorial when I picked it up, moved it all the way to the right, then let it go. I dropped the laser fence then disappeared, so I couldn't get it to press the other button.

P#38958 2017-03-31 23:20

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Doh yeah I intentionally made the robot disappear as a placeholder solution for not allowing you to carry it into the next room, but I've taken care of that now. I just uploaded a new version that completely re-does the levels (mechanics are mostly the same).

P#39117 2017-04-05 16:43

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I've still got some more puzzles and mechanics planned, but I've been spending some time starting to add polish to the existing content.

I haven't decided what to do about music yet -- I'd love to have some music, but I wouldn't want it to be too in-your-face or repetitive while you're trying to work out puzzle solutions. I need to go back and play some older puzzle games, get a better handle on "puzzle chiptunes". If anybody has advice I'm all ears.

I don't have any experience with sfx either so I'm learning the ropes there.

P#39580 2017-04-12 16:19

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A few of my friends asked me to do a couple devlog-type posts... this seems like a good place to do that? I don't really have a blog anymore so I'll devlog here for now.

Anyway, yesterday I did some informal "user testing", had a couple friends play through the game while I watched. It was a really fun and fascinating experience, I have pages of notes now. It was tough to keep my mouth shut and not give hints when they misunderstood things but I'm really glad I did. I wish I could do this once a week with new people each time. Maybe twitch should make that a service.

They managed to break the 3rd puzzle, the screen that introduces toggle switches. It was fun but also a big problem, because that means they didn't learn how toggles really work and floundered a lot on the 4th puzzle, which relies on that knowledge and also introduces bumpers. So I'll have to come up with a way to disallow the easier solution.

For some reason in my head I've always found it easy to remember what I've wired up to what, but they were constantly getting confused about what they'd wired, so I've got 3-4 ideas about how to clarify things, by changing the color and shape of wires and connections depending on state.

I'd also love to implement some sort of "debug view", where you can see (but not modify) the robot's internals while it is running through a puzzle, rather than having to rely purely on your memory of what you wired up. I'm still trying to come up with a good way how I might fit that into the limitations of pico-8 though.

We also came up with a great idea on how to better explain everything on the and/or/not logic gate tutorial screen.

P#39606 2017-04-13 11:59

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After an entertaining little detour I got back to the feedback I got during playtesting.

I was able to implement most everything from my notes. I especially like the "peek" addition, you can send the robot down a path and then hold z+x to look inside while it is moving, which makes it much easier to get a grasp on what your circuitry is doing as it moves around.

I'm currently working on some non-robot logic gate puzzles to mix things up. I might bring back the train tracks or go another route, I haven't decided yet.

P#39785 2017-04-19 16:57

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Hi, love your game... It's very impressive and a lot of fun. The robot logic gate puzzles get hard quick though, haha, I guess it's a programmer's game :P

I think I ran into a bug, seems like the flip-flop should flip when both inputs are turned on simultaneously? It only does so one way, when I try to flip back the other way like that there's no effect. I've included a gif to illustrate.

(hidden because it's kind of a spoiler if you have intensely photographic memory I guess? lol)

Also just some intuitiveness feedback - I think I got everything pretty quickly except I got majorly stuck in the room where the flip-flop was introduced, wasn't clear to me I could disconnect that wire so I couldn't figure out where the heck I was supposed to plug it in. Maybe there was enough wiring practice up to that point but I just wasn't able to "read" it as disconnectable. Maybe make the icon for a connected connection more visually loud so it's harder to miss?

P#39967 2017-04-26 15:08

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