Dialog system remade. Now it doesn't stop the game till you touch the screen. The dialog screen will show and hide relative to the proximity of a item or character. We added a test item. It is a treasure you have to collect in order to end the level, so the character will refuse to take the exit if you haven't found the treasure. When you end the maze you will enter a new maze bigger than the former one. This start to feel like a game.
Now we have a brand new dialog system to make the game messages or to show the talking between characters. The tiles have been redefined, adding different states for tile, so in a tile you can define the type, the content, if it is usable, etc. and it shows a description when the player it's over a usable item.
We have to finish a playable version right now. One version with a splash screen, a start menu, a level you can start and finish and with some event inside, etc. We now have a sprite for the character but it lacks animation. It just turns in the direction yo
We are losing the track... between the rollback and the last days centered more in design that in programming, we feel we are slowing down. Today has been a total waste, just sat in front of the computer, thinking about the things we have to do, but not doing.
Inspired by the reading of a videogame's design post, we think we have reached the moment of name the project and think about a general visual style to the game and its UI. After a brainstorming we decided that it is pretty obvious that "maze" or "labyrinth" should be part of the name, and there should be an adjetive that gives some idea of what are you going to find, why this labyrinth game is different of other labyrinth game. Every maze game we spotted are just puzzle games, no adventure, no history and no one use shadows but a dark circular mask, so we can use one of these two features.
The history mode will not be the only play mode in this game, so we focus in the shadows. The first idea was "Maze of Shadows" but it sounds like you have to do something with shadows, or you will be attacked by shadows, etc. Giving one more twist, the reason why there are shadows is the light and the dark, so we reached "The Dark Maze"
Rollback made. Goodbye to 2.5D. We are like some days before, but happier with the performance. All the test works, even in old phones and the overall performance is way better. We changed the rendering loop and the touch manager to keep track of wich finger is touching, so we can react one way or another to a touch up event. Now we are starting to think in sound, textures, UI, animations... that seems like a distant task, but sooner or later we have to make it.
This change is being a true pain in the ass, but also a motivation, so much that right now we are thinking in creating and lighting all the maze dinamically, managed by shaders in Open GL 2.0. The main trouble is that we have to rise the minimum configuration, because smaller phones can't move the application. I also found some lighting problems in specific phones that I have to check out why happens.