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Clockwise Nemesis
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Devlog
v0.3.0
May 18, 2024
by
David Eccles (gringer)
Better enemy AI Enemy seeks out the cherry Enemy pathfinding algorithm (breadth-first search) Fixed adjustment correction so it works properly for East / West walls Enemy can flip gravity, if the targ...
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v0.2.1
May 15, 2024
by
David Eccles (gringer)
AI improvements Enemy ball now tracks dead ends, and will not retry cells that only lead to undiscovered dead ends (reset when score updates) Enemy ball has a stronger vote (1.5x player, instead of 0...
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v0.2.0
May 13, 2024
by
David Eccles (gringer)
Substantial features added this time: Added an initial loading / selection screen (choose from 1 player / 3 player / settings; settings not currently active) Added a 1-player mode (playing against a c...
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v0.1.1
May 12, 2024
by
David Eccles (gringer)
Bug fix release; no substantial feature changes: Reduced maze wall thickness Increased ball size Increased cherry size Changed to pixel units for SVG map Changed Cherry to an Area2D (so it doesn't mov...
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v0.1.0
May 05, 2024
by
David Eccles (gringer)
The game is now feature-complete, as I originally envisioned it, with a randomly-generated maze that the marbles need to navigate through. The mixture of a maze + gravity shifts* + multiplayer voting...
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v0.0.7
May 04, 2024
by
David Eccles (gringer)
Updated to thin walls, rather than walls as entire hex cells. This will make it easier to implement Eller's algorithm for maze generation...
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v0.0.4
April 29, 2024
by
David Eccles (gringer)
Added Clockwise / Anticlockwise arrow swishes Shifted input control code from maze code to to ball code...
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v0.0.3
April 29, 2024
by
David Eccles (gringer)
Added left/right key as an alternate binding for player 3 Spin now adjusts based on score (so people with higher scores find it harder to spin)...
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v0.0.6
April 29, 2024
by
David Eccles (gringer)
Added multiple players Added scoring Added teleport (quick workaround to deal with blocked-in spaces) Added game restarting (if all three players try to teleport at the same time)...
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v0.0.5
April 28, 2024
by
David Eccles (gringer)
Changed from a rectangular map to a hexagonal map (works better with circular rotation) Added a quick direction inversion for getting to all those hard-to-reach places Changed backend cherry collision...
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