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1075878 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 12:23:06 PM
TIGSource ForumsFeedbackPlaytestingThe Tunnels of Many Rooms
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Toeofdoom
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« on: September 30, 2010, 07:59:20 AM »

So, I couldn't think of a good game name.

Anyway I made this game for the "Neverending" theme for the Experimental Gameplay Project this month, and it was meant to be about a neverending city that is confusing as all hell because it's inspired by Escher. It ended up being about a neverending series of tunnels that is confusing as all hell, and you go around painting the tunnels while being chased by burning mist. Or something like that. WTF

Pretty pictures!




Links:
Play in browser.
Windows download.
Mac download.

Anyway, I'm thinking of developing it some more, probably involving multiplayer people walking past you on the roof while you walk past on the wall and trying not to die horribly and erm... generally expanding on the idea. Any thoughts/encouragement/feedback on confusing bits/things you thing would be good to add?
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Taiko
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« Reply #1 on: September 30, 2010, 11:14:47 AM »

I couldn't figure out how to move.  I tried pressing WASD and the arrow keys like the popup said but the marble didn't go anywhere.  Spacebar did make me jump though.

I tested on the browser version from a Macbook Pro, by the way.
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Alec S.
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« Reply #2 on: September 30, 2010, 11:16:13 AM »

This is looking pretty cool so far.  I like the gravity effects.  The painted trail was helpful as it helped me know if I've been somewhere before.  I would say, though, that a lot of areas looked very similar, which detracted from the exploration aspect.

The mist provided a cool visual effect when it was after you, but I wasn't sure exactly how to escape it, since it's difficult to see exactly where it is, and when it attacks, it seems to be everywhere.

You've got a good start with the 3d labyrinth, the changing gravity and the visual effects.  I'd work on strengthening the actual gameplay of what you're doing while you're in this maze.
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Toeofdoom
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« Reply #3 on: September 30, 2010, 05:06:46 PM »

I couldn't figure out how to move.  I tried pressing WASD and the arrow keys like the popup said but the marble didn't go anywhere.  Spacebar did make me jump though.

I tested on the browser version from a Macbook Pro, by the way.
D: I'm not sure why that is, but I'll look into it. Did you try clicking on the plugin? I don't see why it would affect it if the space bar works so all I can think of right now is bugs with Unity 3.

Thanks for the comments about the gameplay, I'll probably chuck a bunch of ideas into this before creating a non-prototype base and figure out what's most fun before anything else. Smiley

As for looking similar, there are about 7 or 8 blocks the game uses - the tools I had were alright, but not great. Unfortunately the camera doesn't play nice if I just use mesh collision, so I had to manually input blocks that would limit the camera. One of the main reasons I'm considering switching to Ogre and Bullet (if raycasts hit meshes in that). Adding multiplayer may be easier from scratch too.
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Chris Z
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« Reply #4 on: September 30, 2010, 09:51:14 PM »

Right, it was tough at first to get away from the mist since it was clear whether it was still on you or not. Maybe make the effect more smokey and less additive like the psychadelic stuff. It looks like the ball always wants to be associated with one surface, which is obviously your design but its weird when you expect to free fall down a tunnel and you end up getting stuck to a wall. Especially if its some wall on the opposite side or corner away from you.  Cool style and music though.  I think it could use some more purpose in the gameplay other than getting away from the mist.  Maybe do more with the "lights", because right now I dont really care if I lose them or not since they dont seem important.
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Toeofdoom
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« Reply #5 on: October 01, 2010, 04:48:34 AM »

Firstly, I investigated the input problem to the extent I could. Unity seems to double up the movement axes, one version for keyboard input and one for joystick input. reinebold, any chance you have a joystick/gamepad that you use? I might try removing those axes for the next build I guess.

Thanks for the feedback Chris. The way the gravity works now is a bit of a hack, in the future it will *actually* be associated with surfaces but I'm thinking of not forcing a change in gravity unless you aren't allowed use that gravity direction there... for example Q and E could switch to the next gravity vectors available to the left and right.

As for mist, I may temporarily scrap it and replace it with this:
Jumping ants, of course - I don't really have a pathing system set up, so they may need to jump to get to places. And they would die on entering a big room. Still makes you panic a bit, but shouldn't feel so unfair.

My plan for the base stuff is to also have outdoor areas (I think I can make that work) as well as systems for you to alter the world with, build, connect distant areas, etc.

Oh and if people aren't familiar with the Experimental Gameplay Project, it's a "make a game in 7 days" thing so this is a fairly early stage Smiley
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Taiko
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« Reply #6 on: October 01, 2010, 09:04:07 AM »

Firstly, I investigated the input problem to the extent I could. Unity seems to double up the movement axes, one version for keyboard input and one for joystick input. reinebold, any chance you have a joystick/gamepad that you use? I might try removing those axes for the next build I guess.

I don't have a joystick, but I tried again today.  I was able to move successfully.  Not sure why I couldn't before - maybe because that was the first time I had downloaded Unity on this computer?

Anyway, I love the disorientation feeling.  It's very easy to get confused and lost but that's the point of the game so it works.  It does feel like you're rolling around inside of an Escher painting.

I would say that you want to be a little clearer on where the mist is, I found it hard to tell in which direction I was supposed to run.
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