The boundaries are going to be challenged when we have the monster hopping around, of course, but that's why the wrapping is limited to hard mode.
Still going back and forth on whether or not the non-argyle tiles should have numbers on them.
Others rifled off that they thought 2048 was a better game than Threes. We know Threes is a better game, we spent over a year on it. So to “show our work”, we’re posting around 45,000 words that mark the trail we took. If we size it right, we could make it rotate appropriately on the i Pad. Of course, the game itself had arrows and walls at that time so Greg was skirting a lot of the complexity in favor of getting a general look-and-feel quickly. For links to certain points, check the list of links with dates below: Ahaha I love that you represented fire/water with the burner/pot of water. it doesn't seem like it wraps but it does seem like it's always the next turn.
It’s not every text, skype call or even every email in our big 500 email thread. Then things start to pick up more up until release. when you combine these with a screen blending mode, they = 255, 255, 255 or white... Also note that I'm going to add "Holes" to the game as soon as I get a free second. i think just in general we can have a "soft" look without being overly saccarin that also explains the game really well in a more abstract, fundamental way. like i had two arrows to start off and i'd almost always get them off one right after the other, and then, sure enough, there are my two friends comin' back to play. there's a lot to be said for a way to explain this game in a sentence.
Our expectations for our tiny game were well, fairly tiny. It’s still hard to address the world’s response with something beyond a wide-eyed daze but essentially we couldn’t be more thrilled. But there’s another side of that daze that we wish to talk about. With Greg being part of the Ridiculous Fishing team, we’re not shy about calling a clone a clone, and believe us, there’s no shortage of straight-up clones out there, especially on Android.
Have this panda-styled pattern." And then we don't have to worry about powerups or anything. it makes me think so much more about my actions, planning moves ahead. the whole idea of walls and non-walls and pulling and squeezing should feel pretty good with this. Is it crazy to try to be feature-complete by the end of January? In fact I'm going to list them all right here: Core Game Tutorial Menu Flow Music SFX Monster Animation Game Rotation (for the i Pad/PC) Leaderboards Achievements Twitter Skin Packs IAP (Undos?
It’s all in good fun, at least we’d like to think so, but try as our logical brains might, we still got the same “cloning feeling". We wanted players to be able to play Threes over many months, if not years. We’d wager most people that have been able to score a 768 or even a 384 in Threes would be able to do the same using the fabled “corner strategy”. Just try tapping “up” then “right” in alternating order until you can’t move. You may not get to a 2048, but you might just see your highest score ever. To this day, only about 6 people in the world have ever seen a 6144 and nobody in the world has yet to “beat” Threes. We worked really hard to create a simple game system with interesting complexity that you can play forever. This fast, speed-up of technological and creative advances is the lay of the land here. Like it’s not ok to feel the way we do some of the time. We do believe imitation is the greatest form of flattery, but ideally the imitation happens after we’ve had time to descend slowly from the peak -- not the moment we plant the flag. I can totally imagine the arrows and walls having the same amount of depth. I'm still going back and forth with how abstract the game should be, but if we go abstract this is definitely a superb option. Within a day it would seem we were fairly close to the final product.
Especially when people called Threes, a game we poured over for nearly a year and a half, a clone of 2048. When an automated script that alternates pressing up and right and left every hundreth time can beat the game, then well, that's broken. It took awhile to climb this mountain, 14 months actually. And I think I'm totally cool with their verticalness too. If you look at that last screenshot and compare it to the final version of Threes you can probably make out the changes necessary to get from A to B. We’re not going to post everything, but we’ll go through all the key moments of development through our emails back and forth. annoyingly, Greg Wohlwend Play the Monster Prototype! one thing, and this might be a temp balance thing, but every time i get an arrow off, another one comes right back next move.
Oh man can you make it feel like a warm sweater I want to curl up in? But we shouldn't go through the whole rigamarole of totally merging and spawning the new blocks until they confirm the action.
Mainly because the player shouldn't know where the block spawns before they take the action.