10/14/2010 10:52pm
Basic mechanics implemented. No scoring or anything yet. Need to figure out how to make the visual design “readable” before adding anything else to it; possible moves are hard to see, and cursor is either too obstructive or not visible enough against the background noise.
10/17/2010 4:46pm
Sounds, scoring, and timer added.
Hey Nathan,
I like it! From what I’ve figured out, z,x, and the mouse are the only controls. I’m not missing anything right? If you clear a space, it clears all the other pieces that have 3 circles. That’s an interesting mechanic. The hint system is a nice touch too. It doesn’t always give the best choices, but it works
For the visual design, that is a tricky balance between too obstructive and not visible enough. What do other games do? What do you think about these http://yfrog.com/3rneutroniumvergej
Nice work, Nathan,
-John
The game ensures that there is always at least one valid move. As it does this, it picks one of the possible moves at random to use as the hint.
Smart. I guess it would be too easy if you gave us the best hint.
-John
I’d appreciate it if hints could be turned off. I was just patiently searching for a move, when one started flashing, and it felt like your friend over your shoulder nagging you and trying to take the mouse away.
I think the cursor visibility to background visibility ratio is pretty good! I could always tell whet needed to be understood.
Interesting mechanic! I’ll be curious to see where the limitations and scoring comes from.
I like what you’ve got so far. I think timed rounds could be an engaging gameplay mechanic – seeing how many points you can get in two or three minutes.