tbh I didn't know how I was going to represent merged objects and in the end making them morph like that was the easiest to implement while also giving enough info about what the hell it is
aadenboy
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there's different ways of implementing undoing, some more simpler than others, but the main ones are:
- storing a copy of the level every time a move is made
- easiest to implement but can be very memory intensive depending on complexity and how many moves overall
- keeping track of the deltas/changes (or having the inverse of a specific action)
- harder to implement and manage but uses less memory and may be faster
really depends on what you want to do and what's happening in the puzzle (like with complexity)
for your game the former would work best
Abstrate (GMTK Game Jam 2024) jam comments · Replied to Raptor7789 in Abstrate (GMTK Game Jam 2024) jam comments
Abstrate (GMTK Game Jam 2024) jam comments · Replied to boaz4 in Abstrate (GMTK Game Jam 2024) jam comments
all of the functionality two objects have are merged when combining
some examples:
- Box - pushable, solid, needs to be on a goal
- Key - pushable, solid, opens locks (spending itself)
- Box + Key - pushable, solid, opens locks (spending itself), needs to be on a goal
- goals will consider this new object a box
- Player - controllable, solid
- Water - removes anything that moves onto it (spending itself)
- Player + Water - controllable, solid, removes anything that moves onto it (spending itself)
- Lock - solid, must be cleared from the level
- Goal - needs a box on top of itself
- Lock + Goal - solid, needs a box on top of itself, must be cleared from the level
- can't push boxes onto it though... it's solid
- also merging a box with a goal won't count as putting a box onto it
I could've (and should've) demonstrated the rules better, but it was midnight when I could finally begin making them so I just wanted to get it done with and sleep...