First I would like to share the gameplay videos I received (Thanks a lot @icxon, @sarrixx and kanetsu).
@icxon video
https://www.youtube.com/watch?v=Yx1-dbh-Q3A
@sarixx video
https://www.youtube.com/watch?v=3yDZ1gd1QPE
kanetsu video
https://www.youtube.com/watch?v=M4rQoQJPX5Q
And finally my own gameplay video
https://www.youtube.com/watch?v=flvY9mD3D4o
As the developer of the game, I already know how to finish the game; no exploration needed and I even believed that the game was too easy that nobody is going to ever die. It is easy to see from the feedback and the videos above that I WAS WRONG and now I understand: Respect the wisdom of the elders, Respect the long praised feature "The Checkpoint".
However, It took me too long to implement it but it is now ready. Version 1.2 on the Itch.io page has checkpoints implemented at the boundaries between area (gates).
The Checkpoints are invisible and activates only once on entering the region. Upon death, the boat returns to the checkpoint location and all actions done after the checkpoint activation are reset.
Implementation Details:
The checkpoint system is implemented using a stack to store delegates to undo each action (activating switch, opening gate, etc).
* Whenever an action is done, its corresponding undo delegate is pushed into the stack.
* Upon death, the stack elements are popped and applied till the stack is empty.
* Entering a checkpoint clears the stack and stores the new boat location, rotation and orb power.
I don't how efficient it would be compared to storing the state of everything but it won't cause a problem in the current version since the number of actions are low.
LD39 Page: https://ldjam.com/events/ludum-dare/39/aeos
Great stuff – could you share some of your work on our makeapp.club.
We’re a small community of digital making enthusiasts from Poland and the UK.
Cheers
Aleksander