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PRC2 : Day 3 : Sokoban Blog
1st March 2009
I'm yet to start coding anything gamewise, yet, but I've made my first start on the first game.

Gerinych over at GBATemp suggested a Sokoban clone.
Usually, I avoid Sokobans. They're kinda dull, generic and boring after 5 seconds, but there's something in Sokoban that's really useful right now.
Sokoban has a LOT of levels, and since one of the Socoder members (JL235) is making his own Sokoban clone, he knew where I'd find a whole big bunch of levels for it.

So, in rapid succession, here's what happened this morning.-=-=-

1. Download a bunch of levels from here.

2. Draw a bunch of graphics, that.. whilst very Sokoban like, are still reusable in other places.
or at least, that's what I started out trying to do!

In the end, it actually seemed easier to just build Soko-specific sprites, and keep the background tiles as generic.
Whether or not that'll bite me in the ass later, is yet to be seen.

Next up, I headed into BlitzBasic.
See, I've not made my AGameAWeek yet, so I figured I'd kill two birds with one stone.
A Blitz-Window version of Sokoban, with all DS style graphics, ready to be converted to the DS after.
Nice and quick!

Once I've decided on a decent compression method, I'll head back into the PRC2 code, make sure it works in there. That way, I'll be able to tell if the game will handle having all that data inside the .nds file, or whether it'd be better to have external files for level data.
Who knows!

So, in the next couple of days, expect a dull box-moving game that looks a little like this.

And then a DS one to appear in Platdude's Retro Collection 2.

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