CHetauGet’s Daily Stage Updates.

I’m gonna release one new stage of CHetauGet every day here in this post. Remember, every first QR Code Stage of the day is GOLDEN, that means every move you made will get you a coin. Have a good day!

2015-8-13

2015-08-13

2015-8-14

2015-08-14

2015-8-15

2015-08-15

2015-8-16

2015-08-16

2015-8-17

2015-08-17

2015-8-18

2015-08-18

2015-8-19

2015-08-19

2015-8-20

2015-08-20

2015-8-21

2015-08-21

2015-8-22

2015-08-22

2015-8-23

2015-08-23

2015-8-24

2015-08-24

2015-8-25

2015-08-25

2015-8-26

2015-08-26

2015-8-27

2015-08-27

2015-8-28

2015-08-28

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Official Website and CHetauGet v1.1 Released.

Hi to anyone who might see this.

Here is the so-called official website of Zinget Studio, which currently has only one employee, that is me. I haven’t get any income from games I have made so far, so I don’t wanna pay for a real website. Besides, I don’t have much news to update, much services to provide, so, the Official Website of Zinget Studio is just this small blog.

I released CHetauGet v1.0 in July 31, 13 days ago, and sarcastically I didn’t write about it here. Because there’re no one here to read. According to the statistic data provided by wordpress, there’re 9 visitors including myself have ever visited here. A sadly number.

I announced the release news in tigsource forum, where I thought I may get more attention than here. That is right in some degree. My post got more than 200 reads. But, no one ever replied. Maybe because my game isn’t that interesting or I ain’t that interesting. Whatever, it doesn’t matter.

CHetauGet v1.1 has been updated to Google Play just now, will be available in a few hours. This time, I’m not going to forums, I am announcing the news here. Why? Because this is the Official Website of Zinget Studio. If I don’t take it seriously, who would? No one.

So, Here’s what have been done in v1.1 update.

  1. IAP support: you could pay 1.99 dollars to remove all ADs in CHetauGet now.
  2. IAP support: you could buy gold now, and gold could be used to buy Red Heart, Power-up Items in CHetauGet.
  3. Better experience of practice mode: you could play in practice mode to get better understanding of one stage, and it’s Red Heart free!

Thank You!

Core Mechanics of CHetauGet

BasicMechanic

So, I think this animation shows the core mechanic of the CHetauGet pretty clearly. And also, I’d like to post a more complex level here.

ComplexLevel

The most challenging part is not implement this mechanic, as you can see, the board, the movements, the vanish logic, the judgement of endgame, and the judgement of stuck are all simple enough. The most challenging is to generate a SOLVABLE game.

Of course I could test every level manually, but I think a game like this should certainly has hundreds of level  to play. Testing every level would cost me a lot of time. So I made a level generator, that is the most challenging part about this mechanic.

Before starting to build the generator, I need a Level Solvability Judger to test if a level is solvable, I call this judger Line Walker. I’m gonna use this level to explain how Line Walker works.

LevelForLineWalkerFigure

The image above is the example level, the the image below is a abstract of the very same level.

LineWalkerFigure

Every pair of star and square can be regarded as a line. The thinner lines could be paired without any preconditions, while the thicker ones can only be paired after their Pre-Node’s pairing. The relation between these lines is like the figure below.

LineWalkerFigure2

To solve this level, there’re 8 nodes that need to be solved. And the nodes that have to be solved in a certain sequence form a chain ( such as the 1-4-2 chain ) or a tree ( such as the 7,8-6 tree ). The black rhombuses means the current tree is at an end. The main idea of Line Walker is that only when there’s no closed loops in the tree figure the game is solvable.

So, what Line Walker does is to figure out the tree of the game and find closed loops to judge if the game is solvable.

Once I had the Line Walker, I started to build the level generator. Because I need only hundreds of levels, not millions, the efficiency of the generator is not my concern. So here’s my idea: start with an empty board, and choose a grid randomly to place a square, then choose another grid that is either in the same row or the same colume for the star, now I’ve got the first pair, I test the board using Line Walker, if it’s solvable, then go on place another pair and test the board again, and again until more than 80% of the board is filled ( 100% is not easily achieved ). The level is generated.

Go on, project CHetauGet

CHetauGet is a game I started to make about half a year ago, after 4 months developing, I suspended it for some reason. I’ve done a playable version, included core game mechanics and basic artwork and more than 300 levels. But there’s still some bugs, and optimizations need  to be done, and further more, there’s still something I wanna build into it. So, I’m going to pick it up, to finish it, to make it whole. And push it online when I get a satisfied version.

BasicMechanic

The basic mechanic is to tap at the stars that surrounded by bubbles to prick the bubble and release the star, the star will goes to the neatest square with the same color, embed into it, and finally vanish. The star will only move horizontally or vertically toward the center of the board, and will not jump over a square which is not embedable for it. The goal of the game is to clear the board, and level completed.

1st log of Floating Magnet.

I’ve made a simple small game that is based on magnet force called Floating Magnet, is on Google Play now, but it’s only a small trying, I’m thinking more about it.

The core gameplay of Floating Magnet is to use the magnetic forces of big magnets to speed up, while doing this, you should be really focused on the current speed and angle when fly into the force field. The current version can only be a demo, there’s many problems with it, and the problems could be concluded as one, the game is too hard that frustrating.

I’m going to re-design the whole game, to see what I can do on this core. First of all, because I’m targeting the mobile platforms, so the control scheme should be as simple as possible. I’m gonna give the joystick away, and keep the “Tap to switch pole”. I can think of two sorts of interesting / excited parts for the core gameplay. 1, as an action game, the combo system. 2, as a puzzle game, the stage constructing system. Could it be both? puzzle + action. That would be awesome, I’ll sleep on it.