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title Alien Disco
author Toph Wells
again_interval 0.1
========
OBJECTS
========
Neutral
002040 #103060
00000
00000
00100
00000
00000
Target
darkgrey
.....
.0.0.
..0..
.0.0.
.....
Wall
Black
Player
White
.....
..0..
.000.
.0.0.
.....
Warpball
Pink
WarpL
a00080 #501060
01...
01...
01...
01...
01...
WarpR
a00080 #501060
...10
...10
...10
...10
...10
WarpU
a00080 #501060
00000
11111
.....
.....
.....
WarpD
a00080 #501060
.....
.....
.....
11111
00000
WarpCurrent
a00080
Error
800000
Flash
501060 #551565
00000
00000
00100
00000
00000
FlashWall
500040
=======
LEGEND
=======
. = Neutral
= Wall
P = Player
│ = WarpL and neutral
┃ =WarpR and neutral
─ = WarpU and neutral
━ = WarpD and neutral
┎= WarpU and WarpL and neutral
┒ = WarpU and WarpR and neutral
┖ = WarpD and WarpL and neutral
┚ = WarpD and WarpR and neutral
0 = Player and WarpU and neutral
O = Target
q = player and target
Background = Neutral or Flash
=======
SOUNDS
=======
(
(hit a wall)
SFX0 75016504
(teleport)
SFX1 7510701)
================
COLLISIONLAYERS
================
Background
Target, Wall, Error, Flashwall
WarpL
WarpR
WarpU
WarpD
WarpCurrent
Player
Warpball
======
RULES
======
(animations fade)
[Flash] -> [Neutral]
[Flashwall] ->[Wall]
[Error] -> [Wall]
(set current warp direction)
[Left Player][WarpL] -> [Left Player][WarpL WarpCurrent]
[Right Player][WarpR] -> [Right Player][WarpR WarpCurrent]
[UP Player][WarpU] -> [Up Player][WarpU WarpCurrent]
[Down Player][WarpD] -> [Down Player][WarpD WarpCurrent]
(detect walls)
[ > Player no WarpCurrent | Wall] -> [Player | Error] again SFX0
[Error][moving Player] -> [Error][stationary Player]
(start warp)
[ > Player WarpCurrent ] -> [ < Warpball WarpCurrent ]
(reverse current warp direction, to detect arrivals)
[WarpCurrent] -> []
[Left WarpBall][WarpL] -> [Left WarpBall][WarpL WarpCurrent]
[Right WarpBall][WarpR] -> [Right WarpBall][WarpR WarpCurrent]
[UP WarpBall][WarpU] -> [Up WarpBall][WarpU WarpCurrent]
[Down WarpBall][WarpD] -> [Down WarpBall][WarpD WarpCurrent]
(detect warp endpoint)
[|no WarpCurrent < Warpball] -> [ < Warpball|Flash]
[WarpCurrent < Warpball] -> [WarpCurrent Warpball Flash]
[moving Warpball] -> cancel (should never happen, but a warp went off-screen without hitting anything)
(rematerialise - incidentally telefragging any other dancers on that spot)
late [Warpball] -> [Player] SFX1
late [WarpCurrent] -> [] again
late [Flash Wall] -> [Flashwall]
==============
WINCONDITIONS
==============
All Player on Target
All Target on Player
=======
LEVELS
=======
(basic, obvious tutorial)
(sandbox)
(int: warps, walls, basic movement)
┎──#──┒
│p.#..┃
│..#..┃
######
│..#..┃
│..#.o┃
┖━━#━━┚
(apparently complex, extremely constrained)
(int: multiple dancers at once)
(int: warps on only some exterior walls)
(int: dancers that always maintain relative position)
########
─.─#─.─#
...#...#
....o#o#
########
p#p....#
...#...#
━.━#━.━#
########
(apparently simple, low constrained)
(int: interchangeable dancers)
(int: dancers that change relative positions)
########
┎0────┒#
│....o┃#
│.....┃#
│.p.o.┃#
┖━━━━━┚#
########
(i no longer know how hard levels look)
(int: warps not on edge of screen (level is not a torus))
(exp: flashes that pass over another dancer)
┎──┒#┎──┒#
│..┃#│..┃#
│..┃#│..┃#
│..┃#│..┃#
##########
.........#
.o.p.p.o.#
....#....#
━━━━#━━━━#
##########
(maybe call back to this level some other time?)
(--- LEVEL UP ---)
(apparently complex, but bounded - playground to experiment)
(int: gcd of two warps matters)
(int: dancers are not freely interchangeable - can only be displaced relative to each other by multiples of 4)
#########
┎──────┒#
│pp...o┃#
│pp...o┃#
┖━━━...┃#
####│..┃#
####│o.┃#
####│o.┃#
####┖━━┚#
#########
(: using two warps of different sizes to reposition dancers (relative positions are not just integers mod. the size of the screen))
(: combination of dancers that maintain positions and dancers that break it)
####──#
──....#
..oo..#
..pp..#
..pp..#
..oo..#
━━....#
####━━#
(int: multiple coprime warps let you reposition dancers freely)
(too hard?)
┎──┒
│..┃
┖..┃
│.┃
┎..┃
│p.┃
│p.┃
│oo┃
┖━━┚
(callback to other level)
(hard?)
#########
┎──────┒#
│o..p..┃#
│......┃#
┖━━━opp┃#
####│oo┃#
####│.o┃#
####│pp┃#
####┖━━┚#
#########
(this is mainly rehashing ideas we've already seen... but could be a setup for a three-dancer version later?)
########
┎──#──┒#
│#.─..┃#
│...#┃##
│#pop.┃#
│..#..┃#
#│#o.━┃#
┖━━━━#┚#
########
(callback to earlier level)
┎──┒
│oo┃
┖..┃
│.┃
┎..┃
│po┃
│pp┃
│po┃
┖━━┚
(not sure what this teaches, it was just random doodling in the level editor)
(something about getting two dancers on the same row requires columns of different lengths?)
(well, it's interesting to have a space with warps on about one-quarter of the walls. other levels have them everywhere or barely at all)
########
##│─┃###
│─p#..┃#
│..#oo┃#
│.p#..┃#
########
│━.━..┃#
########
(I'm not even sure this one's beatable)
(yes beatable, but very hard. all skills from previous world required. final boss level.)
┎─┒##┎─┒
│o┃##│p┃
┖━..o.━┚
#p##.##
#.##p##
┎─.o..─┒
│p┃##│o┃
┖━┚##┖━┚
(
(bigger version of previous level, but mechanically identical, so not interesting)
┎─┒#####┎─┒
│o┃#####│p┃
┖━...o...━┚
#.#####.##
#.#┎─┒#.##
#p#│q┃#p##
#.#┖━┚#.##
#.#####.##
┎─...o...─┒
│p┃#####│o┃
┖━┚#####┖━┚
)