Room3
In this game you are faced with the task to pair cubes of the same color. Once a cube of a given color is selected (you select id by walking into it) all the other cubes turn black, and you need to find some cubes that were the same color before they blacked-out.
Cubes can, and will be, on different sides of the game board (the board itself is a cube) and you will be given extra score (up to 6x more!) for pairing cubes on different sides.
Refer to the readme.txt for more info.
Awards
Scores
Ratings (show detail)
Overall: 3.4
Fun: 2.8
Production: 3.8
Innovation: 3.4
Respondents: 12
Files
File | Uploader | Date |
---|---|---|
room3.zip
— final
Multiplatform p3d. Panda3D Runtime neede! |
wezu | 2014/10/10 13:31 |
wezu_room_pyweek19.zip
— final
source code |
wezu | 2014/10/10 13:30 |
room3-1.0-1-i686.pkg.tar.gz
— final
Linux 32bit .pkg.tar.gz |
wezu | 2014/10/10 12:37 |
room3-1.0-1-x86_64.pkg.tar.gz
— final
Linux 64bit .pkg.tar.gz |
wezu | 2014/10/10 12:34 |
Room Cube PyWeek19 1.0.zip
— final
Osx .pkg |
wezu | 2014/10/10 12:31 |
Room Cube PyWeek19 1.0.exe
— final
Windows installer |
wezu | 2014/10/10 12:28 |
screen.png
— final
Screenshot |
wezu | 2014/10/10 12:24 |
Diary Entries
Better late then never
I had a bit of a long start - that is to say I didn't start until today - but I made some progress anyway.
First things first. The idea. When I voted for the One Room theme I imagined I would make a room-escape, survival-horror, tower-defense hybrid, where you need to make some MAcGyver style traps to fend of waves of zombies...but with 4 days left? Not a chance. Enter plan B.
Plan B is a much simpler game - a kind of Memory on steroids. In short - To score a point you need to find two (or more) matching items, usually cards with pictures, in my version -colored cubes. Ok. But where's the one room in this? Well, the cubes are placed on all six walls of a cubical room. But it's not as simple as clicking on two cubes on different walls, oh no, you need to walk from one to the other - and did I mention you can walk on all of the walls?
An early screen:Bling, bling, shine, shine.
A lot of work done today:
- FXAA
- Lens Flare
- Bloom
- Screen Space Local Reflections
- Collision detection and movement
- Move animations
- Camera control
I did spend half of the day trying to code the moves with numbered tiles but it all fell apart once you move on the celling and then walk down a wall that you didn't use to get on the celling in the first place. I gave up on that, deleted my 64 case 'if-elif-else' chain and done the game logic/navigation with good old collision detection.
Thing are starting to look good :)
Readme!
After uploading the files, I noticed I didn't include the readme. Fail
So, because time is short, the readme will only be included in the "p3d multiplatfor" version and here, as a diary entry. Sorry
README:
Installation and running the gameThe game is available as:
- Source code
- Multiplatform .p3d file (zip)
- Windows installer (exe)
- Linux 32bit package (.pkg.tar.gz)
- Linux 64bit package (.pkg.tar.gz)
- Mac Osx package (.pkg)
http://www.panda3d.org/download.php?sdk&version=1.8.1
To run the game as a .p3d file you will need the Panda3D runtime:
http://www.panda3d.org/download.php?runtime
All other versions should be self-contained, but I can't guarantee they are.
Configuration:
The game can be configured using a text file named "config.txt" placed in the same directory as the executable. The available options are:
-
antialiasing
- FXAA
- MSAA x2
- MSAA x4
- MSAA x8
- None
-
fullscreen
- True
- False
-
post-process
- Bloom+Lens Flare
- Bloom
- Lens Flare
- None
- reflection (size of the reflection buffer)
- sound-volume (0-100)
- music-volume (0-100)
- music-volume (0-100)
- win-size (X Y e.g.: "win-size 800 600")
- key_forward
- key_left
- key_right
- max-colors (number of different colors 1-6)
- cube-per-face (number of boxes generated on each face of the map)
- music_track (name of a music track... just one track packed, don't use it)
antialiasing FXAA fullscreen False key_forward w key_left a key_right d post-process Bloom+Lens Flare reflection 512 sound-volume 80 music-volume 50 win-size 800 600 max-colors 6 cube-per-face 16 music_track music.ogg
Gameplay:
The objective of the game is to get as many point as possible. Points are given for finding two or more cubes of the same color. If the cubes lay on different faces of the game room the score is multiplied - for example if you find 3 green boxes on 3 different faces you will get not 3 points but 9 (3x3).
At the start the colors of all boxes is visible, but once a box is selected all but the selected boxes turn black.
To select a box - walk into it. Walking is done using W, A and D keys. A turns the character left, D turns the character right, W moves the character on field forward (also up the wall, if you are next to a wall!)
The camera can be controlled using the mouse, by pressing the left mouse button and moving the mouse around.