What I've Been Up To With Sokovania


It's been a while since I posted an update or streamed on Twitch. The reason for the former is that I want to have a more polished demo available. That requires updated art, and controls; and additional UI, sounds and engine functionality. It just takes a lot of time to get all of that ready. The reason for the later is that I've mostly been designing levels and I don't want to spoil anything. Moreover, over the past few weeks, I've only spent about a few days of work on Sokovania total. So not a lot has really happened. Regardless I'll fill you in on what I have been doing:


1) Finished Integrating stb_tilemap_editor.h into the engine. The engine now has an editor! (Though, ironically, I haven't been using it to design levels.)


2) Took a detour into 2.5D (2D graphics/3D gampelay) but abandoned it because it distracted from the main focus of the game: the blocks and their quriky mechanics. 



Sticky Block

Background Block

3) Reducing the Game Down to the Bare Essentials. Decided to throw away all of the supplementary mechanics and only make levels that are achievable in the demo. Trying to pull a Stephen's Sausage Roll or Hanano Puzzle 2.


4) Redesigned the Art. No longer does the game have art from opengameart.org. It's not great and lacks vision but it's functional.

Get Untitled Puzzle Game

Comments

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Interesting update! Regarding #3, what mechanics did you throw away, if you don't mind delving into it? Were any of them present in the initial demo?

(+1)

Sure. The main mechanic was that you could move diagonally.  It's present in the demo code but is disabled.