This game has taken far too long to make. TT_TT But that's ok. I think it's a good idea and that it's worth making well.
maVado is working away at graphics when he finds the time, and we're sorting through ideas for a few things. For instance, we've decided to make at least 6 breakable walls now instead of just one. Early levels will still only have one or two, but the addition of 5 extra walls will make many more puzzle possibilities. I'm also adding another splotch to the party, but until I mention it to maVado for drawing I'm not going to reveal it. maVado also thinks a "hard mode" of sorts for experienced Splotchers where the puzzle extends past one playfield's dimensions might be a good idea.
Redoing the particle effects is on the soon to-do list, we want it to look nice and shiny. Hopefully I'll be able to make some progress on the online engine today, I'm going to try out a few of you guys' suggestions! \/
No screenies even though we have new stuff. Don't want to give it all away. ;o I will give cookies and DC Points to anyone who comes up with any cool idea or new item or gameplay mechanic for this game. Even if you don't have an idea, comment anyway!
MINI-UPDATE: Online is already turn-based. Shortly I shall work on creating a few objectives for the online mode.
ANOTHER MINI-UPDATE: Found and squashed a rather large and gooey bug. To account for distance between people playing online and varying computer speeds, I had to create a system that verified each move had been made. Well I forgot about making sure no brownsplosions were on the other player's end before you could continue splotching! Hopefully it's fixed, but until Jon Lambob gets back on I can't test it fully.
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