Why Lights Out?

Today I will talk about why I choose to take on making a lights out style game, and it starts (ironically) with an entirely different type of game. That game is 2048, or any or its derivative games (don’t remember what the first one was called). It was suggested to me to try and make a visually simple game that is easy to understand and can be ported to mobile. 2048 ticks all of these boxes. However I didn’t know how I would implement the mechanics of this game in my preferred engine: Unity. While thinking about Object interactions vs array driven interactions I remembered an old handheld game I used to play around with. That game was of course Lights Out. I realized it would be much simpler as it did not involve creating and destroying objects or much in the way of animation, while still being array driven and a bit object driven and giving me more experience that I might go back to 2084 with.

Been a While… Here’s Whats Up

Been a while since I wrote one of these. I think I have established that I am terrible at the whole “Report on my week” style or the “Something interesting happened” style. This is because either I don’t think of the thing as interesting or just forget that I have something I could write about during the times I could write about it. So this time instead of just offloading everything in one post I am going to try and pace out my posts, plan ahead a bit and release them slowly over time. This should result in more frequent posts but much smaller posts. Lets see if it works in the coming weeks.

As for my current projects, I am working on putting together a “Lights Out” style game in Unity. Lights out is a game were a grid of 5X5 cubes are lit up in a pattern and you are trying to put out all the lights. However when you toggle one box all of its adjacent boxes also toggle, making for an interesting puzzle.

Look forward to future updates such as: why I choose this project, my take on some of the game play, and general development woes, oddities, and wtf moments.