View Full Version : Intuative reflex/speed survival (name is to come)

12-06-2015, 08:21 PM
http://armorgames.com/play/841/grid16 (its gonna happen)

Coming to a server near you in the near future, will post updates (including pictures). As of now the logic is WELL underway (basically done), and the map templates are finished. What I'm doing now is creating the actual game modes, creating the success/failure system, and the reward/achievements. WILL FREQUENTLY UPDATE THIS POST.

12-07-2015, 09:13 AM
..First go.... reflexes 17%!!....:D

Sir monacle
12-07-2015, 07:43 PM
Nice, i'd love to see a re-make of this, it would be awesome if you could also put in some of your own mini-GAMES! :)

12-08-2015, 12:09 AM
Nice, i'd love to see a re-make of this, it would be awesome if you could also put in some of your own mini-GAMES! :)

Yep, tons of em!

12-21-2015, 09:03 AM
Sorry for the wait, here's a HUGE update but I'll be as brief as I can (I've been busy)

The level is well on it's way, with this the majority of the global logic is done, so now all that is needed is to create the actual minigame levels as well as a few other "connecting logic" pieces, such as sequencing of the level.

These sub-chips are the main components of the level logic. The first chip determines the speed of the level. The second selects a level. The third determines the statistics (success of a level, failure, etc.) and keeps track of all of it. The fourth gives score based off of speed of the level. The last chip determines of the game is a failure (all 'lives' lost).

This chip does two things: Determines when to increase the speed, and determines what that speed actually is.

In this chip, the acceleration is determined by the amount of levels completed. The more levels completed, the slower the acceleration (although this doesn't seem like it makes sense, what this decay in speed does is that although the levels are completed faster (due to their speed), the acceleration slows down to maintain the rate.

This chip is just a feedback loop to increase the speed by thousanths every interval increase, simple as that.

This is the random level selection unit (this is only the 3x3 selector, although there is also a 4x4 and a 5x5, I found it would be redundant to upload them. What this unit does is it chooses a tag randomly out of a viable list of tags; tags that correlate to a non=failed level.

This is the third chip, the chip that maintains count of the completed levels (whether failed or successful), for later use. The sub-microchips in this third microchip are just feedback loops to increase and maintain values (as seen here (http://i5.lbp.me/img/ft/5e566d78517ac1ff1c35e7c10615fa723b7cd9fb.jpg))

(Level speed) X (level successfully completed) = score. That's about it. That lit up node is just to turn the wire ON, so that it can trigger the score giver.

All this does is to test if there are no viable options left then activate a tag to end the game.

What this does is turn the modularity of the emitted mini-levels into something readable by the level "mind". This works kind of like an adapter of sorts.

This demonstrates how the level appears in a grid but can be "zoomed into" a specific level when isolating for that minigame, much like the actual game.

Doing pretty good :)
As well as all this, I am getting some fantastic folks by the names of reblskum666 and Zane_Guitar to assist me in the creation of this level, as well as some assets that I myself cannot make (such as music, aesthetics, and creative support). They also make creating this level a bit more fun :) .

Also I came up with a level name and I feel it fits perfectly!: 4² (thoughts?)

Sorry for throwing this heap of information at you all, but I promised updates and being busy as I was could not fulfill the frequency I had hoped for. If there is some better way to present this to you all, or if this format is confusing, please give me feedback, and as always please feel free to ask about the level itself, or any elements that I had updated.

12-21-2015, 04:04 PM
For a logic maggot like me you're a logic god! ;)

12-21-2015, 06:50 PM
Haha, honestly I was hoping it was more simple/readable than baffling, maybe I should explain things better (I plan to give away all of the logic I made in the level). If you have any questions I would gladly explain what anything does (if you're curious about anything in particular).

12-22-2015, 06:09 AM
Thanks a lot, amiel445566,

maybe I will come back to your offer after Christmas! :) I wish you a Merry Christmas with your family and many greetings, Jürgen^^