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The C modest god

1D game?

35 posts in this topic

For a 1D game enviroment -
I think it's possible to create an entire game on a single horizontal line.

1. In this game, you are a pac-man like pixel. As you travel along this line, you can shoot stuffs at oncoming enemies.

2. You are an ameoba. You travel along a single line, encountering other ameobii. If they are smaller than you, you can absorb them. If they are bigger, you can shoot plasma untill they disintegrate to a consumable size, or phase out until they pass over you. As you absorb ameobii, you become bigger, stretching the line as it passes around you. There would be bosses and powerups and ...

...

Wow, #2 sounds fun! I s'pose I'm off to go make a flash game of it.

See you people in about a week!
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Quote:
Original post by Xai
Or you could make a game in which you have to keep a lever balanced, while taking on additional weights (2D in physics nature, but potentially 1D in control and graphics).

That made me think of Homerun.
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A lot of you mentioned using lines in order to create a 1D-graphical game.
But strictly speaking what we know as a line or a line on a computer screen is a 2D object.
If the line was mathematically 1D, it would be invisible to us.
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a 1D game?

Street Fighter, Mortal Kombat, all those early 2D fighting games were essentialy 1D...jumps only intiated different attacks or allowed the opponets to swap sides on the fixed 1D horizontal line (they didn't allow you to reach other "platforms" or the like as you were always limited to that single line)

Another clear example is Tempest...yeah you went around the web, but you were fixed to its outside edge

The Atari classic Demon Attack was 1D in the same veign as Space Invaders. Yars Revenge, and a host of others fit the bill too.

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MSW - those games were all 2D. You might have been limited to moving in one dimension, but the game world you interacted with was definitely two dimensional
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Original post by snak_attack
MSW - those games were all 2D. You might have been limited to moving in one dimension, but the game world you interacted with was definitely two dimensional


Thats like saying Castle Wolfenstien and DOOM were definately 3D. You are confuseing the games presentation of game state info with the core game mechanics.

At its core Solitare would be a 0D game. Its just a collection of buckets to hold cards...doesn't matter if they are all in one 1D line, or floating all about in a 3D polygonal universe. as long as each bucket retains its basic game properties, all is right in the world...Sure the GUI needs 2D info inorder for the player to move cards from one bucket to another. but the game mechanics themselves don't care about such GUI issues.

When you get right down to it Street fighter is a 1D game...it could be represented by little colored blocks with 1P and 2P designations, where hitting the buttons generateing different attacks, changes the blocks color...a brown block touching a green one would have a different effect then a orange block touching a blue one...its just easyer for players to quickly comprehend if instead of blocks, they have 2D sprites...instead of differing colors for attacks, the sprites perform animated moves. Dave Perry of Shiny Entertainment in a interview with Next Gen magazine years ago even considered Street fighter a 1D game.







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Quote:
Original post by MSW
Quote:
Original post by snak_attack
MSW - those games were all 2D. You might have been limited to moving in one dimension, but the game world you interacted with was definitely two dimensional


Thats like saying Castle Wolfenstien and DOOM were definately 3D. You are confuseing the games presentation of game state info with the core game mechanics.

At its core Solitare would be a 0D game. Its just a collection of buckets to hold cards...doesn't matter if they are all in one 1D line, or floating all about in a 3D polygonal universe. as long as each bucket retains its basic game properties, all is right in the world...Sure the GUI needs 2D info inorder for the player to move cards from one bucket to another. but the game mechanics themselves don't care about such GUI issues.

When you get right down to it Street fighter is a 1D game...


Well, if you're going to walk that road, Street Fighter is a 0D game. It's just a collection of buckets to hold numbers. Doesn't matter if they are all in one 1D line or floating all about in a 3D polygonal universe or represented abstractly by the positions of various color patterns on a 2D lattice of pixels.
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there used to be old hand-held electronic games where you drive a car (left and right) and the road features incoming obstacles (from the top down, or some prespective for 3d illusion).

You can have the same gameplay on a 1d line-
have one long white line, where the player controls a red dot on it,
incoming obstacles would be gray stains turning darker, when they reach a black color you will collide with them, if you move left/right to avoid collision they disappear (as the obstacle is now behind you).

Basically the color replaces the y (or z) coordinate of the obstacle, and you move left/right as before.
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Original post by MSW
Thats like saying Castle Wolfenstien and DOOM were definately 3D. You are confuseing the games presentation of game state info with the core game mechanics.


I don't remember wolfenstien, but yeah I'd say doom should qualify as a 3d game - based on 'core game mechanics'. If I remember correctly shots could go above or below enemies, thus game entities had an existence in the third dimension.

Regarding space invaders - is it not possible to dodge a shot? Think about how you could dodge something in a one dimensional world - it isn't possible. All you can do is outrun it. The concept of dodging requires an additional dimension orthogonal to the dimension the object being dodged is travelling in.

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