Exploration of 1D games

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13 comments, last by Andrea Valente 11 years, 7 months ago
Thanks for the link, I agree: it looks like a game like that could be "flattened" to 1D.

I'm pretty there are many other games that, behind fancy graphics, hide a simple 1D game space.


Also, I think CANABALT is another game that could straightforward become 1D
http://www.canabalt.com/
perhaps considering a top-down view at the character, instead of a side view...
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I think text games are the first 1D games... or Zero-D? o_O


Perhaps games like castle (http://en.wikipedia.org/wiki/Castle_Adventure)... you still need a line of text anyway to do something there, so I would not say it's 0D :>

But for example (wow I'm getting old :\ ) there was rogue, which came out as a completely text-based (see here http://en.wikipedia.org/wiki/Rogue_(video_game) ) but it was clearly 2D. And there are great text-mode and turn-based versions of doom (http://doom.chaosforge.org/) and diablo (http://diablo.chaosforge.org/).
I think the way I did rogue1D could be adapted for these kinds of text-based games... Perhaps also a single line of text could be used to create 1D text games, like castle. Interesting... ;)
I really loved the 1D tetris. Really intuitive, the sound effects were all perfectly satsifying, and the challenge scaled as my progress did. That's everything anyone could look for in a simple bite-sized game. These might be most wisely implemented on smartphone platforms, I think. I love the simplicity of it, though, and the fact that each took less than a week to implement is really exciting. I'd love to get involved in making games like these myself. They're very inspiring and original. Excellent work.
Command and Conquer's combat is a grid of 9 separate columns although the graphics are 2D the gameplay encounter is essentially a paper/rock/scissors of a unit moving up a column and defeating as many defensive positions as possible. I do like this 1D term. Its kind of incredible how almost every modern game can be simplified to this structure. I plan on using this system to help develop all my designs from now on in fact :D Thx
Thanks for the link. I'll check it asap :)

I'm very happy that this idea of 1 dimensional can be used, and I think too that many games could be squeezed into a 1D format.
Perhaps a large part of what I'd like to get with this exploration is to see how many genres can actually work in 1D and which tricks could be reused to systematically reduce 2D (or even 3D??) games to 1D.

Something like this for example'
http://retroremakes.com/nostalgia/category/wiz/
might loose a lot, when only 1D is available. So designing a B'lox-like game in 1D would be an interesting challenge. I'm patching together a kind of method to do the re-design. Do you think it would be relevant to post some of my notes on this, here in this forum?



Command and Conquer's combat is a grid of 9 separate columns although the graphics are 2D the gameplay encounter is essentially a paper/rock/scissors of a unit moving up a column and defeating as many defensive positions as possible. I do like this 1D term. Its kind of incredible how almost every modern game can be simplified to this structure. I plan on using this system to help develop all my designs from now on in fact biggrin.png Thx

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