Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

New life of minesweeper!

Sign in to follow this  



This is the first entry in this blog and it's about the minesweeper - some people hate it, others - love it.

Why people don't play minesweeper? Probably because it's boring? The idea of our game is to unite people in solving logic task in classic minesweeper.


It is not solo experience anymore, It's cooperetive game where you can gather your friends (up to 4) and win together or loose together. And this is not a flat 2D picture it's full 3d environment which you can explore (play mini-football or find some hidden places, or just kick chckens).

It's not about minesweeper it's about challenging your friendship and your mind if you accept the invitation.

How we came to it?

It's simple: we like minesweeper and we like 3d games and we like games from third-person and we like puzzles. Why not to combine it all in one game?

Here it is! 


What's new?

Bunny Minesweeper have 2 game modes: classic and crazy.

Classic mode offers 3 classic types of difficulties which you could see in traditional minesweeper

Crazy mode offers 3 crazy types of difficulties - the biggestfield is 60x60, that is 3600 cells and  396 bombs - and we really tested it and it's damn hard to win in party!!!

You can play solo if you want to - there are 3 matchmaking opportunities: solo, random and friends.

As the game is only in steam - the friends matchmaking is your steam friends.



And why not? It will help to rest from the main task and have some fun with friends. BTW you can play football not with the ball but with your friends to get more scores - just kick them into the gate!


Statistics and Leaderboard

At the end of the match you will see some statistics of the match - how many cells each player opened and how many flags they put.

There is also a Leaderboard  - separate for solo and coop modes for each difficulty -  the faster you complete the game the higher your position will be.



For now you can change the color of your bunny before joining any game (in the menu). This color serve to identify the flags you put,  so at the end of the match before building another field, everyone can analize where and who is responsible for the defeat.

Future plans of customization are huge - from some parts of clothes (like hat or gloves) to full unique skins. Some of parts you can see in the main menu - those strange dancning bunnies. And  - YES! - you can dance in game pressing 4 button.


Why kicking?

The main idea of kicking players is to force them to go away from the cell they could occupied when afk or bother you to play. You can use it in any way you like. It's just a possibility.



So if you love minesweeper you should definitely try this one and if you hate it - well... give minesweeper a chance to change your mind by playing it in 3d enviroment with friends - hard and fun simultaneously!!!



Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By LexGameDev
      We have a small team of 3 developers working on an puzzle adventure game similar to Legend of Zelda that we are creating. Currently on the team with have 2 experienced coder and a 2D artist. We are hoping to find one or two 3D modeller who can do model, rig and animate 3D models for creatures and humans. The game will have a fairly low poly simplified aesthetic. We are hoping to sell this game therefore we are open to rev share options as is normal in this forum.
      If you are interested or have any questions please contact me and I will be glad to answer.
    • By MatsK
      Guys, if I measure the width and height of each line in a gap buffer (lines are delineated by \n), what would be the formula for finding the X and Y coordinate of any given character in that gap buffer?
      Something like so:
      /// <summary> /// Returns the position of any given character in m_Text. /// </summary> /// <param name="CharacterIndex">The index of the character.</param> /// <returns>THe position of the character indexed by <paramref name="CharacterIndex"/></returns> private Vector2 CharaterPosition(int CharacterIndex) { }  
    • By sprotz
      I know that there are Vehicle and Car blueprints all over the net on almost every car model that exists and has existed, but surprisingly few textures. To be precise, photo textures of side view, front view and rear view of even common car models is hard to find. Even raster graphics drawn textures are rare. The best that could be found is on the Google Warehouse and typing 'textured car' in the search box. This will give you some good numbers of textured cars and car textures. Google warehouse is also excellent for finding textured buildings and building textures for any region. But where on earth are the vehicle textures?
    • By AireSpringfield
      We know that it is possible to modify the pixel's depth value using "System Value" semantic SV_Depth in this way:
      struct PixelOut { float4 color : SV_Target; float depth : SV_Depth; }; PixelOut PS(VertexOut pin) { PixelOut pout; // … usual pixel work pout.Color = float4(litColor, alpha); // set pixel depth in normalized [0, 1] range pout.depth = pin.PosH.z - 0.05f; return pout; } As many post-effect requires the depth value of current pixel (such as fog, screen space reflection), we need to acquire it in the PS. A common way to do that is to render the depth value to a separate texture and sample it in the PS. But I found this method a bit clumsy because we already have depth value stored in the depth-stencil buffer, so I wonder whether it is possible to access from NATIVE depth buffer instead of ANOTHER depth texture. 
      I found this on MSDN:  https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-semantics

      that mentions READ depth data in shader. I tried this in Unity:
      half4 frag (Vert2Frag v2f, float depth : SV_Depth) : SV_Target { return half4(depth, depth, depth, 1); } However it turns out to be a pure white image, which means this depth values in all pixels are 1. So is that MSDN wrong? Is it possible to sampling a NATIVE depth buffer?
    • By Brandon Sharp
      This is my TMNT party wagon. I know its super messed up but it was my first real big project car. I found a blueprint of the car on a Episode of TMNT and when i uploaded it to my 3D program I noticed it was centered. So thank you to whoever rendered that one frame, because its all I needed. I made some custom textures and a UV layout from scratch. It's not exact but hey i think it looks cool. I will defiantly go back in and redo this now I have better knowledge of topology. 


Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!