Containment catalyst transformation

I still keep thinking about my CA design for the Containment game, but I hadn’t been able to figure out how to make “catalyst” operate the way that I wanted. But I think I am now close to a solution, and the idea I’m looking at right now could add some interesting gameplay mechanics. Before [...]

Objects, CA rules, catalyst radius

I can simplify the Containment design by removing some states, using “level objects” in their place. In addition, since “catalyst” requires a radius value in each cell, I can use the presence of a nonzero catalyst radius as the flag for catalyst (instead of treating it as a “state”). Now, the required states are: empty [...]

Revised states, part 2

As mentioned in the preceding post, a new “catalyst” state will exist in a “layer”. The “radiation” states will be removed. The resulting states are: (0) empty: Unoccupied cell, aka quiescent state. (1) light wavefront: Empty cell (0) transitions to light wavefront (1) when adjacent. Transitions to light refractory (2). (2) light refractory: Prevents light [...]

Introducing catalyst

After writing the initial Cellular Automata (CA) rules (see preceding post), I realized that there is a problem with the rules for the beacon and radiation. It appears that radiation would travel in a single line in one direction only. It’s hard to be certain without building the CA, but in any case, the radiation [...]

Revised containment CA states

As mentioned near the end of the preceding post, I’m removing the multiple darkness states, which leaves the following: (0) empty state: Unoccupied cell, aka quiescent state. (1) light wavefront: Empty cell (0) transitions to light wavefront (1) when adjacent. Transitions to light refractory (2). (2) light refractory: Prevents light from doubling back on itself. [...]

Containment Cellular Automata (CA) rules

Now that I’ve established the high-level design rules, it’s time to take a look at CA rules which could produce the desired effects. Currently, the high-level rules are: (a) light waves radiate from a source in all directions. (b) darkness also radiates from a source in all directions. Note that darkness might not radiate from [...]

Beacon tweakin’

In the preceding post, I described the interactions between darkness, light, and beacons. The simple interaction between darkness and light seems fine, but the description of beacons didn’t feel quite right. For one, portions of the environment should remain hidden when surrounded by darkness. However, the beacons could be moved anywhere, allowing the player to [...]

The Darkness, The Light, and Beacons

Since the last post, I’ve been mulling over the core game design in my spare moments, and I think I’ve found a preliminary set of rules that will accomplish most of what I outlined previously. The Darkness (which I previously called “the blob”) is black and spreads rapidly in all directions. It will engulf the [...]

Containment game design revisited

This is my first “thinking out loud” post regarding the Containment [working title] game design. I hope it makes at least some sense (given that it’s out of context for anyone besides me)… After the setbacks of the past few weeks, I’m trying to get back on track with my game design. The current prototype [...]

Containment

As mentioned briefly in yesterday’s post, I’m changing the direction of this site/blog. Because I’m heading back to a full-time programming position, I won’t be looking for consulting jobs, and it makes sense to focus on what Three Eyes Software (which is just me) is doing: developing a videogame in my spare time. I’ve written [...]