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Determined room sequence, added exits to all rooms to create sequence…
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…, added falling room for "hole in floor", rearranged "organised"

? The room sequence was originally going to be based on a randomised playthrough of the original game for "authenticity", but then I felt like the more Bitsy thing to do would be to actually be considerate of the room order (especially since there's no way to actually make it random). So I spent some time working on a room order that didn't have sequential numbers, introduced the ideas in a way that wouldn't be too confusing, and generally tried to make the sequence make some sense while still being weird.

? Each room has its number in the top left corner. I had originally assumed I would have interstitials with the number, thinking that's how v r 1 worked, but when I checked the game it actually flashes the number over the scene itself. I could have tried this with dialogs, but it didn't feel elegant and didn't put you in the world right away. The numbering on the screen works well, I think. Discovered while doing this that v r 1 has a bug that causes it to label two rooms as 1, which is depressing.

? Adding all the exits was surprisingly easy - I was worried after my first Bitsy experiences, but it's actually fine. I settled on create a symbolic item you collect to switch rooms so that you can know how to move on. I placed it almost always in the bottom left so that it's kind of out of the action, encouraging exploration of the room situation before you leave the scene. It's a pretty big departure from v r 1's invisible triggers, but invisible triggers in this game feel like they'd be too much of a shock and they conflict with being able to have dialog for the windows.

? Added a "falling" room for the hole in floor sequence. So if you go into the room you are told you're "falling" and then enter another room. Originally it was going to be completely blank and just as soon as you hit a movement key you'd trigger an exit to the next room. However I realised it would be nice to actually simulate the falling through movement, so now you spawn at the top of the screen with walls of 'dirt' on either side and the exits are at the bottom. You can't see the exits, but you're told you're falling so it's hopefully pretty intuitive that you would go down. Nice bit of play-acting for the player?

? Rearranged the organised scene both because I found a mistake (too few floor tiles) and because it conflicted with the new system of room numbers and exit items. One nice trick here is that the room number, being made of tiles, forms part of the organised sequence, which I like. Similarly, the exit item it amongst the other sprites. The avatar, too, spawns inside the organisational grid, which I like too. Quite satisfying, that one.
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pippinbarr committed May 20, 2018
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