Name: Providence of Alchemy
Genre: Puzzle
Creator: Geoffrey Owen (UprightPath)
Game Play involves activating various elements on the map such that the map changes into a ‘goal’ map. Each element has a ‘rock-paper-scissor’ style strength and weakness that goes ‘Fire destroys earth, earth destroys air, air destroys water, water destroys fire’, while Aether destroys nothing but can function as ‘strong’, ‘opposite’ or ‘same’ depending on whether it’s been activated and what other elements are near by. Further, each element will do something different depending on whether it’s surrounded by a variety of other elements (Weak VS, or Strong VS), the same element or the opposite element.
UI Help
Undo- Undoes the last operation (And decrements the moves counter).
Redo- Redoes the last operation (And increments the moves counter. It gets cleared if you perform another action).
Goal- Displays the ‘goal’ map. Note that while the goal shows ‘locked/unlocked’ tiles as well as the effect borders, only the actual element of a given tile matters for checking whether the goal has been met.
Help- Toggles the Help Pane. The help displayed gives you a bit of information about what the element of the tile to be changed is and what’s around it.
Spells- Displays the ‘Creator Spells’ list, which works, however none of the puzzles make use of them yet.
Menu- What it says on the tin.
‘X amongst those it can’t change.’ means that it’s touched by at least two other elements which it cannot destroy.
‘X amongst its own.’ means that it’s in the middle of at least one tile that is the same element (And any number of Aethers)
‘X amongsts its opposites.’ means that it’s in the middle of at least one tile that is the opposite(And any number of Aethers)
‘X amongst those it destroys.’ means it’s in the middle of either one tile that’s weak against it, the element that it’s weak against and any number of aethers or two other elements and any number of aethers.
This is meant to be a simple method for me to learn to do UIs and the like, which were shown to be a major deficit of mine when I participated in the LD#23. While the project was something that I’ve been working on for some time, I put it on hiatus to mess around with other stuff (Namely improving my LD#23 entry). Either way, I figured I’d at least go out and finish this thing and get some practice creating UIs at the same time.
Currently Implemented Features
-Game Play is fully implemented (Removed the idea of ‘paying’ for certain abilities because I couldn’t make the interface for it look good).
-Undo/Redo feature.
-Random Puzzle generation (Very basic, makes up ‘non-sense’ moves a lot of the time).
-Basic animations (Which help to identify which tiles were ‘touched’ by a given Element Activation)
To do
-Make more puzzles.
-Draw more complicated animations/implement a ‘spreading’ animation style for the effects that ‘flow’ across the map.
-Change the interface slightly.