How this game came to be


Hello everyone! I kind of neglected devlogs on this site, so I'm going to try to make up for that by writing out this game's entire journey in a single post. Hope you'll enjoy it.

After thinking about the theme for half an hour, I wanted to make a platformer where you cut holes and paste them elsewhere to progress. Because of this, I wanted to make it look like paper drawings. So I did the only logical thing: I drew assets on paper and scanned them using my phone. Basically, by the evening of Feb 18th, game looked like this:

That's when I had the fantastic idea to instead make a Sokoban-like game. Spent a day making the base Sokoban mechanics and cutting/pasting work. While doing this, I've encountered an interesting problem - how to tell if a square tile (or a point) is inside a concave polygon? Well, the classic algorithm for this sort of thing is to cast a ray at any angle and count number of intersections with the polygon. If it's odd, then the point is inside, otherwise it's not. Slowly, during the course of Feb 19th, important features were added (like shadows!) and in the evening the game looked like this:


On Feb 20th I've made a lot of levels and a main menu. I've also added walls, which are yet to be used in a level. Ah yes, I've also released the game on this website.

And today, I've implemented an undo system, which I absolutely adore, because there's no more restarting a level from the very beginning if you screw up at the last move. I've also added three more levels and all levels now have names associated with them, because why not? Also, Linux and Windows builds are now available. Now I just need to figure out what kind of music does this game need and maybe create some more levels before the end of the jam. See you then! :)


Get Cutout

Comments

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Good idea!! fantastic game design and best level design. ^^

Dumb question: Was the level name 'Mind the Gap' a Portal reference?  

Nice post, but what do you mean with "inside a concave polygon"? Anyway, I wanted to ask how you implemented the system for cutting out squares. I was also wondering how you added the shadow effect.