This way lies madness...

Published August 17, 2010
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I guess the next task is to implement distance fog.

Well, the above image explains why I needed to adjust the original maze to fit a square shape. I have grand visions of other geometric shapes: tetrahedron, duodecahedron, maybe even a sphere. And if I can manage a tetrahedron, the octahedron and icosahedron shouldn't be significantly more difficult, since their faces are all equilateral triangles.

But that's for 2.0, at least. Along with head-to-head multiplayer. (Think about it: each face has a built-in starting location.)

And, it's still a ways off, but I've been considering the ghosts. Since each face is smaller than the original maze, should I put four ghosts on each face? If I place two on each face, each face can have a different combination of ghosts, but I fear there will be too few of them to pose much of a threat. Three ghosts per face feels like it might be the most balanced, but then two of the four ghost-combinations would need to be reused. And should they be able to roam from one face to another? My gut tells me 'no,' since it would allow for multiples of the same ghost on a given face; but couldn't they go through the 'bridge' in the original? (What was that bit of the maze called, anyway?)

But I shouldn't worry too much about ghost-count until I see how it plays.

I never expected the design of a Pac-Man clone to be so complicated.

And, yeah, distance fog is the first order of business tomorrow. I guess I could fill the inside of the maze with a black cube, but I think the fog will look nicer, and something needs to obscure the far side of the maze.
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Comments

DWN
That is really cool!
August 18, 2010 01:42 AM
benryves
Very interesting! I agree that 3 sounds like a good number of ghosts per face.

As for obscuring the far side of the cube, I wonder how it would look to render the backfaces as wireframe?
August 18, 2010 05:33 AM
DWN
My feeling would be to maximize the expressiveness of the 3D design, otherwise this might just be an equivalent set of connected mazes in 2D. The 3D design, however, allows the player to see what's going on at any given time on any face. Also, perhaps characters could do something across the volume of the cube - not a maze, I'd think, but perhaps chutes or ladders could appear, or bombs might be dropped (assuming gravity exists).
August 18, 2010 09:23 PM
yckx
Quote:Original post by DWN
My feeling would be to maximize the expressiveness of the 3D design, otherwise this might just be an equivalent set of connected mazes in 2D. The 3D design, however, allows the player to see what's going on at any given time on any face.

Hmm, this is true. I like the distance fog hiding the back half of the maze, but it does limit strategy. Still, the foreground needs to stand out. Perhaps I'll just dim the maze farther back instead of fading entirely to black.
Quote:also by DWN
Also, perhaps characters could do something across the volume of the cube - not a maze, I'd think, but perhaps chutes or ladders could appear, or bombs might be dropped (assuming gravity exists).

You know, I honestly hadn't thought of using the space inside the maze for anything. I had wondered if and how to incorporate the fruit from the original. Perhaps they may be power-ups allowing such things?
August 19, 2010 08:25 AM
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