Developing A Jigsaw Puzzle Game Part 5: ECS

If you thought writing 2,000 words about opening Photoshop or taking four weeks to start coding in Xcode were frustratingly slow, then this week’s post might make you want to set fire to your computer.

As I continue to build a jigsaw puzzle game in ridiculous detail, I want to spend the next 1,500 words getting the game to look and function exactly the same as it does right now.

Before you reach for the matches, let me explain.

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Life Drawing

I went to my first life drawing class! It was really useful being somewhere where the sole purpose was to draw for 2 hours. The difference between the first 10 minute sketch (below) and the last 20 minute one (which I used as the basis for the above) was immense and gratifying.

A sketch from a life drawing class of a woman sitting on a bench

Developing a Jigsaw Puzzle Game Part 2: Document Set Up

This is part 2 of my attempt to document the process of creating a simple jigsaw puzzle game in excruciating detail.

To create the puzzle images, I want to be able to take a Photoshop document, slice it up using the selection tools, then export those sliced-up layers. I also want to use a script to automatically generate the final, correct locations for all of the pieces and write them to a JSON file that will work on all devices.

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Developing a Jigsaw Puzzle Game Part 1: Planning

I was recently playing The Black Mirror and one of the earlier challenges is a jigsaw puzzle where you have to reconstruct a torn up photograph.

The player clicks on a piece to activate it, then they can move it around using the mouse or right-click on it to rotate it to one of four preset rotations. They click again to release it. When a piece has the correct rotation and is near the correct position, it snaps into place, which works as visual feedback that it has been placed correctly.

A screenshot from The Black Mirror. It's a pile a torn up pieces from a black and white photograph

The beginning state of the puzzle from The Black Mirror.

It was an enjoyable break from the exploring and it got me thinking about how I might add it as an optional mini-game type in my adventure game engine.

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