oddstream / PixieMaze

Rogue-like maze game

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PIXIE · MAZE

changes

  • tap on Pixie when there are no more pups now sends Pixie to exit

  • changed spore sound

  • wallpasser magic now teleport

  • added settings scene, to turn off white/green ghosts, set tile size

  • dynamic scaling of tile size

  • level tweaks

  • scalaing of menu, status bar, knapsack

  • added spore and power up sounds

  • changes to launcher icons

  • added knapsack gauges

  • new pup walk (pixie path is sticky)

  • bug fix: Pixie tap was only in simulator

  • ghosts now don't change color

  • retired shockwave

  • added visible pause button

  • added Hotel level

  • power ups are now slightly attracted to Pixie and her ball

  • removed timer from wallpasser power up; it now allows one move (which may be >1 wall)

  • tap Pixie to go to nearest power up

  • level and gameplay tweaks

  • added easy/hard hardest to Menu.lua

  • ghosts and power ups now have same alpha as the tile they're on

  • The 'get off the path' edition:

  • power ups now walk randomly

  • removed need to collect all power ups

  • 100 points for killing a ghost

  • added more snakes to discourage sticking to the path

  • occasionally use Prim's algorithm to generate maze, instead of recursive backtracker

  • replaced shield power up with health

  • replaced navigation power up with fireball

  • path to exit is now always marked (with yellow spores)

  • only aqua ghosts on level one

  • bug fix: green ghosts were not changing when reaching entrance

  • added blanks to level data to allow more shapes

  • added corner check before creating automatic spawn tiles

  • removed pink ghosts (too like purple)

  • bug fix: shield degrading on harmless ghost

  • bug fix: changed stupid knapsack code

  • added white ghosts

  • glyph moved from knapsack to magic item

  • only one of each colored ghost allowed at once

  • added pink ghosts

  • retired status.permadeath, replace with Game:isPixieAlive()

  • removed a level to make game shorter

  • optimize wall placement when adding graphics to tiles (use multi wall colors to guide this)

  • path marked to exit when picking up key

  • clear level six (10 tiles wide) to win the game and record a high score

  • invulnerable magic item replaced with pixie shield

  • magic items now indicate how many of that type there are in the knapsack

  • bottom ghosts spawn at the start, top ghosts now spawn from the entrance, but only after pixie has collected the exit key

  • ghosts keep spawning to a fixed number (maze width * 2), even if pixie kills some off, so there will always be ghosts in the maze. So, pixie will run out of ammo and die if she stays too long on a level

  • light reduction now happens all the time, taking one minute to gradually go from full bright to near darkness

  • start using a graphic for ghosts rather than a a plain circle (work in progess, needs some animation)

  • ghosts get faster as level increases, until they're same speed as pixie

  • find the key to unlock the exit

  • fireballs

  • proper collision detection

  • better collision detection

  • defined entrance and exit tiles

  • pause/resume now works on pixie and ghost timers

  • retired Edge class, replaced with faster Tile link members

  • limit the number of dynamically pathfinding ghosts

  • caps now have correct alpha when tile created

  • juddering after level 5 on phone, so limit ghosts to four (one per corner)

  • application suspend now displays resume button

  • white ghosts now hostile

  • spacing of knapsack items

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Rogue-like maze game


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Language:Lua 100.0%