cooperuser / blockade

A minimal but challenging puzzle game, inspired by the ice puzzles in The Legend of Zelda: Twilight Princess.

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Blockade

Blockade is a minimal but challenging puzzle game, inspired by the ice puzzles in The Legend of Zelda: Twilight Princess.

Programming

  • Cooper Anderson
  • Grady Shoemaker

Level Design

  • Grady Shoemaker
  • Cooper Anderson
  • Jack Warner

Special Thanks

  • Antony Suarez
  • Fernando Morales

Documentation

Board

The board is the foundation of the level and is comprised of board tiles.

Board Tile

Board tiles are square objects that comprise the board and can be arranged in any fashion on the grid, each allowing any type of block to slide over them. Any spaces on the board that are not occupied by a board tile are considered walls.

Blocks

Blocks are the most fundamental game pieces of the game.

Standard Block

The standard block is the most basic type of block. When moved, a standard block will slide across the board and continue moving until it hits a wall, a gate, or another block. If a block comes to rest on top of a plate or switch, that plate or switch will be powered. A standard block can only power a plate or switch of its respective color, unless the receiving object is a wildcard plate or wildcard switch.

Wildcard Block WIP

The wildcard block moves in the exact same fashion as the standard block, sliding across the board until it comes into contact with a wall or other solid object. However, this type of block differs from the standard block in that it is able to power any color of plate or switch.

Hollow Block

The hollow block is a type of block that, like the standard block, will move until it hits a wall or another solid object. However, when this block lands on a plate or switch, it will be unable to power the plate or switch due to its hollow interior.

Lightweight Block WIP

The lightweight block is a type of block that functions somewhat similarly to the hollow block, in that it is unable to activate plates and switches. But unlike the standard block and hollow block, which will stay put when another block impacts them, the lightweight block will be pushed in the same direction as the intervening block until the pair of blocks hits a wall or other solid object.

Block Cluster WIP

Any number of blocks immediately adjacent to each other, horizontally or vertically, can be grouped together to form a block cluster. When moved, a block cluster will slide until any of the blocks comprising it come into contact with a wall. Block clusters must not necessarily consist entirely of one type of block; they may contain any combination of standard blocks, wildcard blocks, hollow blocks, or lightweight blocks. However, if a lightweight block is in the same block cluster as any other block type, the group will behave as normal weight and therefore stay put regardless of any other blocks impacting it.

Plates

Plates act as the goals or objectives of the level.

Standard Plate

The standard plate is the most basic type of plate, and will become powered if a certain type of block comes to rest on top of it. A plate can be powered by a standard block of its same color, or a wildcard block. When all plates and victory blocks in a level are powered, the level is completed.

Wildcard Plate WIP

The wildcard plate is a type of plate that, like the standard plate, must be powered by a standard block or wildcard block for the level to be completed. However, this type of plate is able to be powered by any color of standard block, as opposed to only one. Wildcard plates cannot be powered by hollow blocks.

Wires

Wires are the components that make electrical circuits function behind the scenes.

Standard Wire WIP

The standard wire is used to transmit electrical signals between the inputs and outputs of appliances, logic gates and memory circuits. Rather than function as a singular tile on the board, the standard wire serves as a connector between an input and an output of two distinct objects. Multiple standard wires can be attached to each input or output.

Logic Gates

Logic gates perform logical operations on electrical signals.

NOT Gate WIP

The NOT gate is the most basic type of logic gate, with one input and one output. If the input is unpowered, the the output will be powered, and vice versa. The NOT gate essentially functions as an inverter.

OR Gate WIP

The OR gate is a logic gate that has two inputs and one output. The output will be powered if and only if at least one of the inputs are powered.

AND Gate WIP

The AND gate is a logic gate that has two inputs and one output. The output will be powered if and only if both of the inputs are powered.

XOR Gate WIP

The XOR gate is a logic gate that has two inputs and one output. The output will be powered if and only if exactly one of the inputs are powered. Unlike the OR gate, the output of the XOR gate will not be powered if both inputs are on.

Memory Circuits

Memory circuits allow electrical circuits to store and manipulate data.

T Flip-Flop WIP

The T flip-flop is a memory circuit with one input and one output. Whenever the T flip-flop receives a signal through its input, it will invert its output. When creating a level, the initial state of the output can be toggled.

SR Latch WIP

The SR latch is a memory circuit with two inputs, labeled S and R, and one output. When a signal is received through S the output will activate, and when a signal is received through R the output will deactivate. When creating a level, the initial state of the output can be toggled.

Appliances

Appliances are the inputs and outputs of wiring systems and allow electrical circuits to interface with the main game.

Switch WIP

The switch is an appliance that has one output. A switch will activate if a standard block of its respective color or a wildcard block comes to rest on top of it, at which point the output of the switch will become powered until the block is moved elsewhere.

Door WIP

The door is an appliance with one single input. When powered, blocks will be able to pass over the tile occupied by a door, but if the door is unpowered that tile will behave as a wall. If the power to a door is cut while a block is occupying its space, the door will remain open until that block is moved elsewhere.

Victory Block WIP

The victory block is an appliance with one input, and is similar to plates in that it must be powered for the current level to be completed. However, unlike plates which can only be powered by blocks, victory blocks are powered in the same manner as any other electrical appliance. Once all plates and victory blocks in a level become powered, the player will have completed the level.

Countdown Clock WIP

The countdown clock is an appliance with one input and one output. Every countdown clock has an initial value, which is a positive integer set by the level creator in the editor, and a current value, which defaults to zero at the start of the level. When the input is triggered, the output is activated and the current value is set to the initial value. From then on, the current value is decremented by one each time any block or block cluster finishes moving. When the current value of the countdown clock reaches zero, the output is deactivated and the clock is reset, thus no longer allowing the current value to be decremented until the clock is activated again.

Oscillator WIP

The oscillator is an appliance similar to the countdown clock, with one single output. Every oscillator has an on period and an off period, which are positive integers, as well as an initial state, all of which are set by the level creator in the editor. Each oscillator also has a current value and a current state, which change throughout the course of the level. At the start of the level, the current value of the oscillator is set to the value of either the on period or the off period, depending on its initial state. Every time any block or block cluster finishes moving, the current value is decremented by one, similar to a countdown clock. When the current value reaches zero the state of the oscillator is toggled, and again the current value of the clock is set to the value of either the on period or off period based on its new state. Unlike countdown clocks, oscillators will always continue to record the movements of blocks and can never be completely deactivated.

About

A minimal but challenging puzzle game, inspired by the ice puzzles in The Legend of Zelda: Twilight Princess.


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