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Simplify the game? remove power ups, fewer levels

Open city41 opened this issue 10 years ago • 14 comments

I've been thinking about this and I wonder if it would actually be better to remove the extra ball and paddle shrinking power ups. Or at least one of them.

Same with the four levels, just have two levels.

And also ditch the whole "prerendered vs tile" bg notion that is floating around a bit here and there.

Why? they add complexity to the game without really any benefit. No one actually plays these breakouts. They should be just complicated enough to show a real world-ish use of the engine and nothing more.

Any opinions?

city41 avatar Jan 30 '15 15:01 city41

Very good point @city41 . I am having some issues on #64 because of some game logic and i think that simplifying on one or two levels and just leaving the power down object could be the best case.

ellisonleao avatar Jan 30 '15 17:01 ellisonleao

ok, let's do it.

here's a spreadsheet capturing the state of everything, it's hard to manage 12 engines :)

https://docs.google.com/spreadsheets/d/1PHbn10NqJm4cvzGgPyBS066mDB9-Dc5_D47jb6OaPKs/edit#gid=0

city41 avatar Jan 30 '15 17:01 city41

Again, I'll be more than happy to simplify the CreateJS version.

herebefrogs avatar Jan 31 '15 01:01 herebefrogs

@city41, can you confirm all of the following is to throw away?

  • levels 3 and up,
  • power up/multi balls,
  • prerendered background

herebefrogs avatar Feb 03 '15 02:02 herebefrogs

I say we eliminate:

  • multiball powerup
  • paddle shortening powerdown
  • level 3 and 4

as for backgrounds, whichever is easiest for the engine, whether that is tiled or prerendered. The first 3 breakout implementations (Impact, Crafty and Lime) all had the ability to switch between tiled and prerendered with the use of a URL parameter. That was my typical over thinking things :)

city41 avatar Feb 03 '15 02:02 city41

hm, for melonjs i was keeping the powerdown logic. Should i remove it?

ellisonleao avatar Feb 03 '15 15:02 ellisonleao

I think both should go, unless you guys feel strongly otherwise. If we kept one, we might as well keep both of them.

city41 avatar Feb 03 '15 22:02 city41

They don't contribute to illustrating the framework's features. They only contribute to the gameplay which isn't the point of this project. I agree they should both go.

herebefrogs avatar Feb 03 '15 23:02 herebefrogs

@city41 i can remove it , no problem :smile:

ellisonleao avatar Feb 03 '15 23:02 ellisonleao

for the background and without having looked into it seriously, I would lean toward pre-rendered background on account of already having other examples of sprite manipulations in the game (paddle, bricks and ball).

herebefrogs avatar Feb 04 '15 21:02 herebefrogs

I think most engines will prefer the prerendered background. But Impact is a good example where tiles are actually more natural. I think any engine can choose to use whichever they prefer.

city41 avatar Feb 04 '15 21:02 city41

Fair enough! I should have the simplified CreateJS version ready tonight. Then I will implement the level selection with L/R arrows which is missing in CreateJS. Or is that something we want to pull out too?

herebefrogs avatar Feb 04 '15 22:02 herebefrogs

turns out the CreateJS version was always using the prerendered background... that made things simpler! I'm just left with the level selection that I'll do another night

herebefrogs avatar Feb 05 '15 03:02 herebefrogs

And I've finished the level selection with L/R arrow keys. I'll leave the CreateJS version alone now ;p

herebefrogs avatar Feb 11 '15 03:02 herebefrogs