Posted: 1st Sep 2021 2:44
Could not resist, I plugged in enough wires to get a short demo of the portal system and the text tween of losing atom points and years, points flow to the the other way when points/years are gained



I was going to clamp the numbers so they don't go below 0 but I kind of like the idea of adding to the mayhem that you can actually finish the game with a negative score (QI style)

Thats it now, no more ideas, finish what I got lol
Posted: 1st Sep 2021 3:21
Could not resist

was hoping for that

good stuff. can't say i've seen anything similar to this and looking forward to playing.

now, get some rest!
Posted: 1st Sep 2021 21:57
now, get some rest!


Coding is rest, its my relax, my unwind, but that being said ...

I had a rather gruelling day at work I have muscles aching I didn't know exists, while having a long soak in a Radox bath it hit me .. this "year" thing is just not working with everything else and I am struggling to figure out how to tie it into the atoms and such and a win/lose game scenario .... so I am abandoning the year aspect and using what I already have, the UI itself, or rather the "particle containment field", lightbulb idea brought about by sheer exhaustion.

And I can get away with the future aspect by placing the year as 2048 and well, this is particle physics on another level, pure SciFi stuff lol, it should take minimal code to setup as the framework is already there just need another widget or 2 on the UI and a complete rewrite of the info lol ... well, we'll call that ^^ a draft.

Atom will points repair the containment field, the more exotic the atom the greater the effect, I also dropping some of the portal things there will be some but I think I am going to do a Picard and get rid of Q
Posted: 1st Sep 2021 22:24
That is looking sweet. God luck with the jam!!
Posted: 2nd Sep 2021 0:59
I think I am going to do a Picard and get rid of Q


Just to make us all feel old, wil wheaton is now older than patrick stewart was when he filmed star trek!
Posted: 2nd Sep 2021 5:04
Dam, where have the years gone!


Not much to report on the project, Nothing has really changed much visually most of it was backend work for the scoring and stuff, Ill try and get a playable alpha out tonight if work does not put me in traction!, game play is done pretty much just need to add the finishing touches and some sounds, I might just make this jam on time.
Posted: 3rd Sep 2021 2:20
First draft is live, please test and feedback welcome, still a few things I want to do and some balancing needed but the game aspect is done, its pretty much endless for now I need to work in the win/lose screen but still got 2 days left so its a breeze from here

https://parttimecoder.itch.io/singularity?secret=eEn9C3gMWvM37CwUKilgD4abi0

I must say, that was a rather complex set of rules to setup, all that's going on and I got it from a single for loop (and the game loop of course) highly optimised for web but absolutely peppered with select statements ... this is deffo the way to code web games and makes me realise how much I overuse for loops in my projects, I learned so much from making this

the info will be updated when I got a clear head its a bit of a mess (the info not my head, just tired), I will add some game play tips to it as well

Have fun


Edit, and oh, the final will be a lot harder and faster, this is a "test the water" draft to make sure everything works ok
Posted: 3rd Sep 2021 3:25
first test, and without reading the instructions, it's a little frustrating. i dont know if the hit-boxes/circles are too small or i'm horrible @ focusing on an atom to select it (i did sense some fuzzy focus which helped?), but its a little tough. again, first run, so...

of the connections i made (still plenty), it seems that some should have directed at each other but, instead, just disappeared (i'm not talking about the grey "connections" but the green ones):

making sure that's normal.

then, the full screen option went away before i could scroll down to it and select it. odd to have that option "time out".

otherwise, the frame rate seemed solid and will continue to test when i can but wanted to offer some feedback ASAP.

quick thought: on a connect, allow it to trigger before we release the button? IE, as soon as its green. from the GIF, some of those could have connected but one or another (or something else) happened before i released the button = failed attempt. i might have been worried too much about precision but when the game goes live (@ normal speed), i won't be scoring much
Posted: 3rd Sep 2021 3:53
yea I see the issue, I think its a mix of the hit box being to small and some restitution needed on the atoms, its hard to get a lock on ones moving above a certain speed, I made them smaller than the sprite because the the collisions looked bad with space between them, Ill add another shape for the mouse hit detection and increase the restitution, I think the timeout is stalling by 1 second so it looks like its active but its not (its removed at -1) I can see from your image that the atom is at 0 but still active ... need to fix that

also bear in mind, if you try to connect 2 atoms and another atom is in the way THAT atom will become the merge target for the colliding one

I added the coloured overlay like that so you don't really have to read the instructions, the system will tell you if its a good, bad or unknown reaction, red = bad, green = good, blue = unknown, applies to black atoms but is current broken and shows white

And yeah I'm having issues with the full screen, see here: https://forum.thegamecreators.com/thread/227824

The time out was added to make it more of a panic, before I induced the panic with tonnes of atoms but it tanks the FPS so had to find a compromise, the scoring sucks as well its hard to stay in the positive, the more I play the better I understand it

The final game will be set on a timer also, 5 mins till portal collapse, manage the atoms for that long without losing your containment field and you win and can enter your name in high scores (total atom points combined, even if negative, just getting that far deserves a space in the leaderboard lol), else game over

Thanks for testing and the feedback is valuable, it does get easier as you get to know the game but its a jam and needs to be playable off the bat, I' work on those issues tomorrow
Posted: 10th Sep 2021 19:01
All the numbers that fly into the atom get a little annoying after the about the 3rd time, just my opinion. Other than that it looks pretty cool.
Posted: 11th Sep 2021 1:42
I had to bail on the Jam I had some life matters to attend to (all good stuff so its welcome) I should be back home in a few days and I'll get this finished.

Yeah the numbers need a little work still, to big I think or needs more action in the tween, the alignment is off aswell, they are only a visual que that something has changed with points so anything can be done with them, I did manage to tidy the gameplay up somewhat and finalise the scoring before I was called away so apart from some small things its almost ready to go.