{"id":899,"date":"2013-04-27T18:57:14","date_gmt":"2013-04-27T17:57:14","guid":{"rendered":"http:\/\/shadowcovenant.com\/blog\/2013\/04\/27\/attractor-fail\/"},"modified":"2013-04-27T18:57:14","modified_gmt":"2013-04-27T17:57:14","slug":"attractor-fail","status":"publish","type":"post","link":"http:\/\/shadowcovenant.com\/blog\/2013\/04\/27\/attractor-fail\/","title":{"rendered":"Attractor fail!"},"content":{"rendered":"<p align=\"justify\">It\u2019s funny that some things that look well on paper turn out to be terrible when implemented\u2026 Case in point: the attractors\u2026<\/p>\n<p align=\"justify\">Just added attractors to the game, which behave as the mouse and can attract and repulse elements:<\/p>\n<p align=\"justify\"><a href=\"http:\/\/shadowcovenant.com\/blog\/wp-content\/uploads\/2013\/04\/screen06.jpg\"><img loading=\"lazy\" decoding=\"async\" title=\"screen06\" style=\"border-top: 0px; border-right: 0px; background-image: none; border-bottom: 0px; padding-top: 0px; padding-left: 0px; border-left: 0px; display: inline; padding-right: 0px\" border=\"0\" alt=\"screen06\" src=\"http:\/\/shadowcovenant.com\/blog\/wp-content\/uploads\/2013\/04\/screen06_thumb.jpg\" width=\"599\" height=\"470\" \/><\/a><\/p>\n<p align=\"justify\">The result is terrible, from a gameplay perspective\u2026 Either they\u2019re too strong (and they bypass our own attraction on the mouse cursor), or they\u2019re too weak (and do nothing to help or hinder the player)\u2026 The behavior was different from what I was expecting (I was expecting a kind of \u201cnegation zone\u201d), but it is actually correct, although not fun at all\u2026<\/p>\n<p align=\"justify\">I might use them anyway to impede some paths (although I can use just walls for that, to be honest, no difference). <\/p>\n<p align=\"justify\">I have also implemented moving attractors, to see if they could be salvaged\u2026 although they\u2019re a bit better, adding a measure of challenge in some sections, they\u2019re still very weak as a gameplay mechanism:<\/p>\n<p align=\"justify\"><a href=\"http:\/\/shadowcovenant.com\/blog\/wp-content\/uploads\/2013\/04\/screen07.jpg\"><img loading=\"lazy\" decoding=\"async\" title=\"screen07\" style=\"border-top: 0px; border-right: 0px; background-image: none; border-bottom: 0px; padding-top: 0px; padding-left: 0px; border-left: 0px; display: inline; padding-right: 0px\" border=\"0\" alt=\"screen07\" src=\"http:\/\/shadowcovenant.com\/blog\/wp-content\/uploads\/2013\/04\/screen07_thumb.jpg\" width=\"607\" height=\"476\" \/><\/a><\/p>\n<p align=\"justify\">Problem is that I don\u2019t know if I can make a compelling game with just walls and blocks\u2026 My wife seemed to have fun with just those elements, but I don\u2019t know how fun that actually can be in the long run\u2026 Maybe I\u2019ll have some new idea in the meantime, since I\u2019m still on schedule\u2026 I still have to consider the attraction change issue (keypress vs environment control) anyway, and if I decide to go for the environment control, the attractors might be a good element again (although I doubt it)\u2026<\/p>\n<p align=\"justify\">Current schedule:<\/p>\n<p align=\"justify\"><a href=\"http:\/\/shadowcovenant.com\/blog\/wp-content\/uploads\/2013\/04\/Schedule07.jpg\"><img loading=\"lazy\" decoding=\"async\" title=\"Schedule07\" style=\"border-top: 0px; border-right: 0px; background-image: none; border-bottom: 0px; padding-top: 0px; padding-left: 0px; border-left: 0px; display: inline; padding-right: 0px\" border=\"0\" alt=\"Schedule07\" src=\"http:\/\/shadowcovenant.com\/blog\/wp-content\/uploads\/2013\/04\/Schedule07_thumb.jpg\" width=\"274\" height=\"800\" \/><\/a><\/p>\n<div id=\"tweetbutton899\" class=\"tw_button\" style=\"\"><a href=\"http:\/\/twitter.com\/share?url=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2013%2F04%2F27%2Fattractor-fail%2F&amp;text=Attractor%20fail%21&amp;related=&amp;lang=en&amp;count=horizontal&amp;counturl=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2013%2F04%2F27%2Fattractor-fail%2F\" class=\"twitter-share-button\"  style=\"width:55px;height:22px;background:transparent url('http:\/\/shadowcovenant.com\/blog\/wp-content\/plugins\/wp-tweet-button\/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;\">Tweet<\/a><\/div>","protected":false},"excerpt":{"rendered":"<p>It\u2019s funny that some things that look well on paper turn out to be terrible when implemented\u2026 Case in point: the attractors\u2026 Just added attractors to the game, which behave as the mouse and can attract and repulse elements: The result is terrible, from a gameplay perspective\u2026 Either they\u2019re too strong (and they bypass our [&hellip;]<\/p>\n<div id=\"tweetbutton899\" class=\"tw_button\" style=\"\"><a href=\"http:\/\/twitter.com\/share?url=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2013%2F04%2F27%2Fattractor-fail%2F&amp;text=Attractor%20fail%21&amp;related=&amp;lang=en&amp;count=horizontal&amp;counturl=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2013%2F04%2F27%2Fattractor-fail%2F\" class=\"twitter-share-button\"  style=\"width:55px;height:22px;background:transparent url('http:\/\/shadowcovenant.com\/blog\/wp-content\/plugins\/wp-tweet-button\/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;\">Tweet<\/a><\/div>","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[23,6,29],"tags":[],"class_list":["post-899","post","type-post","status-publish","format-standard","hentry","category-development","category-games","category-ludumdare"],"_links":{"self":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts\/899","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/comments?post=899"}],"version-history":[{"count":0,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts\/899\/revisions"}],"wp:attachment":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/media?parent=899"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/categories?post=899"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/tags?post=899"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}