1 registered members (7th_zorro),
1,390
guests, and 2
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
hypercube game
#316392
03/23/10 19:28
03/23/10 19:28
|
mercuryus
OP
Unregistered
|
mercuryus
OP
Unregistered
|
I started to make a hypercube game. Like in the movie CUBE² you have to find the exit passing the cubic roomes of a hypercube. It will be more a logic game than a killing game. There will be a sign or some kind of hint in each room to solve the way out. here's the bare hypercube (without any hint). Don't try to find the exit. You will not reach it. download hypercube game (zip) mercuryus
|
|
|
Re: hypercube game
[Re: Captain_Kiyaku]
#316411
03/23/10 21:13
03/23/10 21:13
|
mercuryus
OP
Unregistered
|
mercuryus
OP
Unregistered
|
The walls will be more detailed and the rooms will become bigger. Maybe I can manage a shiny (or better mirror) effect to the walls. Teleporting is cool and will be part. Time changing is also a good idea. In fact it will not be a killing game (flying cutting things) but can be a nice effect to stop the player walk to this room .
|
|
|
Re: hypercube game
[Re: Captain_Kiyaku]
#316437
03/24/10 07:20
03/24/10 07:20
|
mercuryus
OP
Unregistered
|
mercuryus
OP
Unregistered
|
I know many of you like bloody splatter games but I don't like them very much. Also the movies are IMHO a little boring (especially CUBE²). The interesting part is to proceed to the exit (alive) and the way to choose.
I'm thinking of an logic game style game where the player has to look for advices/hints in the rooms and/or to combine them to select the right door. This could be realized with graffiti, signs, colors, patterns, sounds, directions, ...
Maybe I should implement a - "stay alive" mode (where you die in some wrong rooms and respawn at the last savepoint) and a - pure logic game where you just end in loops if you choose the wrong way.
My current task is the leveldesign. Manually leveldesign is very complex and time consuming (in fact of the three(four?) dimensions and the estimated size (playing time) of each level.
Hopefull to find a way to generate level automatically or by a "simple" script laguage... (anyone an idea?)
|
|
|
Re: hypercube game
[Re: Captain_Kiyaku]
#316447
03/24/10 08:42
03/24/10 08:42
|
mercuryus
OP
Unregistered
|
mercuryus
OP
Unregistered
|
Are the rooms static right now? Actually it's only one (while moving two) room/s at all. The design of each in-time created room must come from a database/list or a script.
|
|
|
Re: hypercube game
[Re: Espér]
#316467
03/24/10 11:50
03/24/10 11:50
|
Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
|
Serious User
Joined: Dec 2008
Posts: 1,218
Germany
|
OK thats the GO! Now i have a reason to proceed my old CUBE(original one) project^^. Yours i looking good and is still diferrent . I am focused on real player movement. Means the player is able to climb and walk thorugh the rooms. My cube has the real size of the original one(26^3 = 17576), you can even reach the outwall. Traps(currently only dummies) and Cube colors are placed in different places on each map restart(multiplayer is working but has some little problems atm with map transfer). I will use MATH to give the player a chance for leaving without hitting atrap. This means both of our projects have a similar setting, but they are still different in gameplay. I thinks thats going to be very interesting to see your project grow aswell. Greets Rackscha
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
|
|
|
|