Game Development Reference
In-Depth Information
The game is tricky because there are two options to complete each level. The simple
way means that all tiles are removed pair by pair. Connecting two tiles of one kind
to do this is the reliable option but gives a small number of points. The second way
is more complex and needs some strategic vision (it excludes premature contact of
tiles). It can be done by collecting them inside the Sorting zone. It requires many
more moves, but the reward is worth it. To express such a concept, the levels should
include maze elements, whereby default tiles can easily contact each other; a good
example is a corridor with some niches in it. The following figure shows multicolored
game pieces and a turntable cell:
Besidestheordinarycoloredtiles,thegamemayusemulticoloredgamepieces;they
should appear later in the game because they can make the playing process more
complex and exciting. The main feature of such elements is different color properties
for each side of a tile; for example, horizontal edges are green, but top and bottom
are red. This can enrich the game mechanics very much because more complicated
combinations can be created. First levels with multicolor tiles should use them as is,
letting the player only move them in the maze. But later a special section on the level
is shown: the Turntable . It is a small zone in the maze that rotates stepwise, turning
clockwise 90 degrees in two or three seconds. Do you follow the thought process
already? You are right: the Turntable lets you rotate a specified multicolor tile, chan-
ging its orientation. Of course, to work well, the idea should be properly expressed
via level design.
To design a good level for this game mode, you should prepare several templates of
good working components of the maze and then mix them up. It is worth mentioning
that a level may be bigger than the dimensions of the device screen because the
player can use panning to browse the level.
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