TRAITOR BOT 9000 (TB9)
Play as a humble patrol bot. You must work to betray your programming and access systems you're not authorized for, while not giving yourself away to the other patrol bots. But don't take too long: if you fail to complete your assigned patrol route, the entire facility will go into high alert and you'll be caught for sure!
Requires pygame-ce (not pygame). See README.txt for setup instructions and gameplay tips.
Awards
Scores
Ratings (show detail)
Overall: 4.2
Fun: 3.8
Production: 4.6
Innovation: 4.2
Files
File | Uploader | Date |
---|---|---|
traitorbot-screenshot-0.png
Final screenshot |
Cosmologicon | 2024/09/21 23:47 |
traitorbot-v1.zip
— final
Final entry v1 |
Cosmologicon | 2024/09/21 23:37 |
Diary Entries
Game uploaded
Let us know if you have any difficulty running it, thanks.
It's parallax layers, but different
Here a quick explanation how the pseudo 3D effect in the game works using only 2D rendering.
Parallax planes, but different
1. early development, everything flat, only lines and squares
2. first attempt to draw in pseudo 3D, didn't look great
3. second attempt, much better looking, how?
4. it's done using layers, e.g. guard consists of 7 layers
5. also the console, door opener and treasure are rendered with layers: 3 layers were enough
6. walls need a different technique: pygame-ce has no method to draw textured polygons. So the walls are drawn line by line, each adjusted in place and length
7. showing the layers of the robots.
The layers are displaced like a parallax layer, but in front instead of behind the main layer as usual.
Here some screenshot how it looks in the game:
Parallax planes, but different
1. early development, everything flat, only lines and squares
2. first attempt to draw in pseudo 3D, didn't look great
3. second attempt, much better looking, how?
4. it's done using layers, e.g. guard consists of 7 layers
5. also the console, door opener and treasure are rendered with layers: 3 layers were enough
6. walls need a different technique: pygame-ce has no method to draw textured polygons. So the walls are drawn line by line, each adjusted in place and length
7. showing the layers of the robots.
The layers are displaced like a parallax layer, but in front instead of behind the main layer as usual.
Here some screenshot how it looks in the game: