MiniLD #43 – hosted by johnfn – June 2013

Theme 1: Music influenced gameplay
Theme 2: Dreams

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Dreamscape

by ShiverGaming - Mini LD 43 Entry

This is my first ever entry to any of the Ludum Dare competitions, and my first time using Unity3D.

I took the theme of "dreams" literally, and implemented a dream simulator of sorts. Your goal is to reach the "Black Sphere" through a maze. What makes this game unique, however, is that the geometry of the maze changes every time you look away from it.

The walls of the maze shift color before your very eyes, and all around the maze random objects appear, such as spheres and cubes. These objects change color as well, but if you want to play with them, you'd better keep a close eye on them...

The Black Sphere emits black particles and a pulsating sound. Use these effects to pinpoint the location of the sphere.

Controls
--------
W - Forward
A - Left
S - Backwards
D - Right
Space - Jump
Escape - Unlock cursor (in case you need to exit)

Powered by Unity3D.

NOTE: There is already an entry to this MiniLD called Dreamscape. However, that one is not actually a game, so I do not think that will be a problem. Though if it does, I would suggest that this one be referred to as "Dreamscape (Shiver Gaming)", or "Dreamscape: The Game".

WARNING: Don't play in full screen mode, as the only way to exit Dreamscape is to close the window, which you can't do when in full screen.

HINT: You can back through some walls.

Downloads and Links


Comments

ShiverGaming says ...
Jul 3, 2013 @ 5:57am

Just noticed that there was another entry called Dreamscape. Oops. Well, my Dreamscape is significantly different. Perhaps it should be referred to as "Dreamscape (Shiver Gaming)"

Rxanadu says ...
Jul 4, 2013 @ 3:15am

I like what you're doing with the constantly changing environment. I've been interested in creating a game with something similar to this for while. How did you do it?

ShiverGaming says ...
Jul 4, 2013 @ 5:38pm

Each hallway segment is actually a cube with several immaterial and invisible walls. I use "renderer.isVisible" in Unity to tell if any of the walls are visible to the player. Each hallway that cannot be seen by the player then has permission to rotate.

The maze appears to be actually morphing, whereas in fact the segments are simply rotating. This gives the effect of a constantly changing environment.

This fits my purposes quite nicely, although one could also despawn and spawn hallways when the player's back is turned, like how I did with the other objects in the maze (cubes, cylinders, etc).

Does that answer your question?

Puzzlem00n says ...
Jul 4, 2013 @ 8:02pm

Interesting experience. Breakdown:
-Those bright colors burned my eyes, literally. I'm sorry to say it made me quit the game under the logic that it wasn't worth torturing myself. Never make someone stare at entire screens of 255,0,0. I have a bit of a headache now.
-Often, walls would appear in front of me. Most of the time it seemed like just a render distance issue, because they'd appear after I got closer, but once or twice a wall would appear right in front of my eyes.
-Sometimes, especially when a wall and an adjacent floor/ceiling were the same color, they'd appear to my eyes as a background color showing through, rather than the colors of actual walls being there. It was a bit confusing.
-There's something a bit too meta-gamey about turning around over and over again so that a wall will disappear.

P.S. You don't have to go overboard trying to sound professional. We're pretty relaxed around here. =) Trust me, a simple "Turns out there's another game called Dreamscape. Oh well!" would have sufficed.

ShiverGaming says ...
Jul 5, 2013 @ 4:07pm

I can fix all of those things; I also understand the part about turning being meta-gamey. I am working on a way to force a wall to disappear, in addition to the current ability to back through walls.

And for the bright colors, do you think that I should just decrease the color brightness?

Puzzlem00n says ...
Jul 5, 2013 @ 4:37pm

Definitely. Try and find some nice, cool ones. Most pixel-art pallets around the web have colors specifically designed to spare the pupils.

Even better would be to give the walls some sort of texture in conjunction with the above, but I'm not sure how I'd pull that off myself.

cricklewood says ...
Jul 5, 2013 @ 9:45pm

This is another game that reminds me of LSD: Dream Emulator on the PS1. I like games that takes me to a crazy place.

@Puzzlem00n If you want to burn your eyes further with some more (255, 0, 0) (0, 255, 0) (0, 0, 255), try out my game. ;)

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