This document is extremely free-form and meant only to give me something to talk with. Alright, so we have Pid. Whenever the player presses in one of four directions (up, left, right, down), ALL the moveable objects move in the next assigned direction. This should be pretty similar to the old GemSlider, but I'm obviously gonna add a bunch of stuff. Here is a list of EVERYTHING I can think of implementing. It will go into the game at some point or another. At the moment, I may just make the source code complex enough so that scaling the program for more features is possible. Just so that everyone knows, the code attempted will be in C, using Allegro. I may choose to switch to C++. If that happens, this document will not change but will be appended. STANDARD FEATURES: -90+ levels of gameplay. I'm hoping to get some help with this on the web. -Every 15 levels will mean a shift in atmosphere. This means that the graphics will completely change to display the new tiles, backgrounds, and walls. The standard character graphics and fonts will remain unchanged. -A static puzzle game with only four possible controls (for directions). -A Save file for each player. This will contain name, current number of moves used, current number of crystals collected, and current % of levels finished. -For every change of atmosphere, a graphic scene providing story will follow. -The player may spend Crystals collected in order to purchase secret levels. Finishing a secret level will unlock the next Special Feature. -If a player completes the level in the least amount of moves as suggested by the level creator, he gets a star next to that level's name on the world map screen. -If the player has completed all levels (including secrets) and has received a star for each one, he will receive the Bonus Feature. -A world map displaying the layout of all the levels will be made available. Players choose levels by scrolling through the map. -For each puzzle complete, the player may replay his solution. SPECIAL FEATURES: -Music/Sound Test -Image Gallery -Five Stone Chess (2 Player) -Ascii Tetris -Image Gallery 2 -Snake-Fu Gamma (2 Player) BONUS FEATURE: -Level Editor TILES: (from old game) Pid - Dead if he hits an enemy, trap, or falls down a hole. - Is the only one that can collect Crystals. - Is the only one that can finish a level by touching an open exit. Fury - The enemy. Will kill Pid if touches him; cannot harm anything else. Dies if falls down hole or hits a trap. Cannot collect crystals. Cannot even move past a crystal. Golem - The Kouriku statues. Same rules as Fury, but do not kill the player. Exit - It is closed until all crystals are collected. Once open, player touches to leave. Trap - If any one of Pid, Fury, or Golem passes over; it sucks them down. Both trap and victim then disappear. Crystal - A diamond that does not move at all. It is a wall to all but the player. Wall - A solid block that stops motion of anything that hits it. Hole - Will take down ANYTHING that passes over it. The hole remains afterwards as well. TILES: (changes) Exits, Traps, Crystals, Walls are now capable of motion if set. Walls will kill Pid, Golems, and Furies if the wall runs into them. The wall will survive this. Pid, Golems, and Furies are now capable of being motionless. Unless set in motion, a wall is actually a thin barrier. Objects can still occupy the space that the wall has, but may be restricted in moving further in any given direction. TILES: (additions) Blocks - These blocks can be moved by Pid and Golems. They will only move in the directions allowed. There are 3 different kinds of blocks. 4-Directional : This block will move with Pid or the Golem in any direction. 2-Dir Vert : Only moves up and down; otherwise it's a wall. 2-Dir Hori : Only moves left and right; otherwise it's a wall. Blocks will not move unless pushed appropriately. Arrows - Arrows can be motionless or stay put. If any moving object touches this arrow, it will change and move in the direction of this arrow until it stops. Arrows can be set to rotate clockwise or counter-clockwise. Blue Arrows - rotate clockwise. Yellow Arrows - rotate counter-clockwise. Switch - If this switch is hit by anything it will activate it's colour. Red Switch - Will activate all objects marked Red. This can include ANYTHING on the field, excluding holes. Objects activated will interact as normal. The yellow objects will become semi-invisible and will no longer move or interact with the playing field. Yellow Switch - Will activate all objects marked Yellow. Penguins - These are allies. They must exit the level first and not die, otherwise the level will fail. They must be saved! They will only move with the level. Flames - These firey guys will move left/right or up/down each time the player presses a direction. This movement is independant of the player's wishes. SpringBoard - The springboard will launch any moving object over to the other active springboard on the map. There can only ever be a maximum of 2 springboards active at once. Dirt - Anything that hits the dirt will stop in it's tracks on top of it. Red Hots - An enemy that moves in the opposite direction of the player's key presses. ------ Tiles that are capable of free motion: Pid Fury Golem Crystal Trap Exit Penguin Flame Red Hot Arrow Wall Tiles capable of motionless: Pid Fury Golem Crystal Trap Exit Penguin Arrow Wall Switch Springboard Dirt Block Hole