I’m ever remise to have let you
guys down again. Uncle Jack’s funeral
was lovely, btw.
So projects completed.
The first version has
the missiles track in on one city from all directions with random starting
places and random drop times. It did a
fair job of replicating the “attack from all sides” sense of the arcade game. I got around aiming by giving the player as
many interceptors as incoming missiles; the challenge to the player is to
simply tap to fire all of the interceptors before any missile reaches the
city. This is easy enough at normal
speed, and a dreaded challenge at high speed, so it kept the complexity down
and kept the focus on the shallow Wario Ware experience. It did not sufficiently replicate Missile
Command, though, so I went back in to try again.
Version two was a linear increase
in complexity. It added four invading
missiles and challenged the player to tap the interceptors spread around the
screen. It added nothing to the depth,
and so I didn’t like it.
Version three added a second city
and collected the four interceptors together, making the user interface
streamlined. No need to tap around looking
for the interceptor bases with 6 seconds or less to react – they were all
together. With two cities, the tracking
missiles concept had dried up; players only needed one city to survive, and had
a decent chance to save both. Missiles
still dropped from random start locations at random times, but now they simply
dropped (moved downwards). I tried once more to give the player the ability to
input coordinates, even trying to create a cross-hair object to move around and
have the interceptors track it. I gave
up when I realized that there simply was not the time to move it and aim
anyway! Interceptors tracked missiles,
and that was the only way this was going to fly. I’d fallen pretty far from the source
inspiration, but it was time to move on.
The next project was Space
Invaders, but initially the marching in space formation that is so iconic of
the game escaped me. I programmed a
roaming action for the few space invaders that WWDIY’s object limits would give
me, and programmed a tank with a reloading upwards mounted gun. Perhaps the most damning result was the
difficulty: this game approaches impossible for the six seconds Wario Ware
allows. The second was a bug that still
now is unsolvable – it’s almost as if Wario Ware loses the switch information for the
bullet – it randomly fails to reload, and when that happens, the game is over
fast for the player.
Though inauthentic, the game
captures much of the difficulty of space invaders, and punishes players who do
not carefully watch the enemy for their next attack. I found tapping the shields to move the tank
cute, but oddly less intuitive than including those awful iOS buttons attached
to the tank.
Wishing to try this
again, I recreated most of the game for Centipedes. The fast game gives the players three passes
in front of their guns to kill the Centipedes.
I wasn’t satisfied with the random wandering of the Space Invaders, so I
tried to use hidden objects to direct the centipede on its course. This almost didn’t come together, as DIY only
gives five possible scripts, all of which need to be used for collisions with
the direction objects or the player and bullets. Then inspiration struck: why
not use the timing function to move the directions to another spot? I’d need scripts on the direction objects,
but I had them to spare there. This eleventh
hour work-around saved the project, and gave a game that closely replicated
Centipede. Players still only had six
seconds to act, but those six seconds could now be focused on aiming and timing
a shot. This is the best work yet, for
what it means.
So there is my hard work. I hope I didn’t get anyones’ hopes up for
this. These are, in the end, just my own
unskilled and often flailing efforts to build a game to a certain design within
the Wario Ware DIY rules. Be sure to let
me know in the comments if you can think of a good design challenge that helps
learners like myself. Until next time.
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