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Well, I kind of lost the inspiration to work on my Simon CE game that I was making a couple weeks ago and decided I would start on a new game that I had been thinking of making for quite some time. Over the past three days or so, I whipped up the start to the plan I envision.

Style: The plan is to make this game similar to a simple maze in which you control a player (green) and attempt to make it to the exit. However there is a catch. Your character cannot see the entire maze, only down pathways that you've had vision of. All else is blackened out and undiscovered. Likewise, there are evil red cubes that are out to get you!

The game is still in very early stages. So far, I have worked out a way to have tile commands that cause enemies to change direction as well as player movement/wall detection. The actual hidden maze part is yet to be made.

I plan on making an editor and appvar loader too so users can load more mazes in their calculators but that still has work to do (actually, all work because I haven't gotten there yet). Each maze is about 2200 bytes, give or take a few.



I was considering on entering this into CC23 (I started it the day after the contest began) but wasn't sure if it is "spy" worthy. Let me know what you think!

Edit: Can a mod move this to contests?
It will depend on the judges, though they were very liberal with the requirements of the last contest (there wasn't a whole lot of sprite designing going on) - so it's definitely a possibility!

I could see this being adapted as a spy/stealth game easily.

Looks great in any case!
This could easily fit the contest restrictions. Just think:
-you, a small green square, are trying to get through a maze in a top-secret office building.
-red squares, or guards, will stop at nothing to catch you.
-You havenít been in this part of the building before, so youíll have to tread carefully until you find your way around.
Then at the end of the maze, you could have some treasure and the user could get points. As the levels went on, the mazes could get gradually more difficult, with more guards. These levels would give more points, all contributing to a final score of mazes completed or difficulty points.

Looking forward to seeing how this turns out, CC23 or not.
I decided I will include this in CC23 and leave it up to the judges to determine stealthiness. Today I made a remarkable amount of progress. Much of the gameplay is in place now, although the graphics get a little messed up when the player is against the left or top wall. My original plan was to have the player's view be circular but doing so proved to be too difficult for me for now.

Currently, the limited view is being done by filling a 3x3 block size square around the player with white and then re-drawing the 5x5 tiles around the player to account for the player not always being perfectly center in a block (each block is 5x5 pixels). This is also what is causing the errors when the player is near/against the two walls because the index in the array for block two rows/columns above/below does not exist. Working on writing an alternative redraw loop for when the character is against these two walls.

Once all the gameplay is done, I will work on adding an appvar loader and HOPEFULLY an on-calc level editor to make appvar levels.

Eye Candy:


Yes, I know the enemy is currently leaving a white trail. I have just been too lazy to fix it so far.
Took me a while but I was able to figure out the problems with the left and top walls so now that is working how it should be. It turns out getting rid of the white trail left by the enemies is a little more difficult than expected as simply filling it with black wouldn't work when the tiles have been "discovered."



Following the Partial Redraw guide seems to be the best option for me (I think). If I did so, would I need a separate background sprite for each enemy or is there a better way to tackle the problem?
Over the past two days, I was able to make tons of progress on the game part. For one, I decided on how I wanted the bottom bar to be as well as what information to show on it. I'm working on a victory message box (as seen in the screenshot) as well as implementing a timer to determine how well you do. Collision detection with the exit has been added but not with the enemies (this should be super easy I just haven't gotten around to it). I'm working on a DEMOPACK appvar which will include a few levels. With the levels removed and stored in an appvar, the program is less than 6KB. Once the game aspect is completed, I will start working on the on-calc level editor.

Nice work! I have always liked mazes where you had to find you way out without being able to see the entire maze. The level editor will be an excellent addition, too.
I'm proud to say that the game element of my entry is complete! I spent the last few hours getting the appvar selection working for map packs and I think it is stable enough to finally work. I still have to include the entire on-calculator map editor/maker, however, and luckily there is still (hopefully) enough time for me to do that.

Also, here is the code I used for finding all appvars that are tagged with being a map pack (I used "MMZ" to denote which appvar to select and then offset all reads/writes by the size of the tag.

Code:
void findAppvars(){
    char *varName;
    uint8_t *search_Pos = NULL;
    const char search_String[] = "MMZ";
    while((varName = ti_Detect(&search_Pos, search_String))){
        file = ti_Open(varName, "r");
        ti_GetName(packs[numPacks], file);
        ti_Close(file);
        numPacks++;
    }
}

An array of strings (or 2D chars) is made of all the appvars that it finds.
A little more optimized:


Code:
void findAppvars(void) {
    char *varname;
    void *searchpos = NULL;

    while ((varName = ti_Detect(&searchpos, "MMZ"))) {
        strcpy(&packs[numPacks++], varname);
    }
}


Can you tell us what the definition of the "packs" variable is? I think there's something wrong Razz
  
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