Difference between revisions of "Laser Hexagon"
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== Description == | == Description == | ||
− | A personal remake of | + | A personal remake of [http://superhexagon.com/ SUPER HEXAGON], Terry Cavanagh's awesome psychedelic obstacle race game. |
− | Also borrowing some nice ideas from Vittorio Romeo's [http://vittorioromeo.info/projects.html OPEN HEXAGON remake | + | Also borrowing some nice ideas from Vittorio Romeo's [http://vittorioromeo.info/projects.html OPEN HEXAGON] remake. |
Made for laser projection. | Made for laser projection. | ||
{| | {| | ||
| [[Image:HexagonLazer.png|link=|center|300px|Watch the video on http://www.tmplab.org/video/HEXAGONLAZER.webm]] | | [[Image:HexagonLazer.png|link=|center|300px|Watch the video on http://www.tmplab.org/video/HEXAGONLAZER.webm]] | ||
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+ | [http://www.tmplab.org/video/HEXAGONLAZER.webm Webm video] [http://www.tmplab.org/video/HEXAGONLAZER.mp4 MP4 video] (W.I.P. 2015/01/29 : testing basic patterns in a short sequence with some randomness) | ||
|} | |} | ||
− | + | Source code now available on [https://github.com/tmplab/laser-hexagon GitHub] | |
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== Game features == | == Game features == |
Revision as of 17:04, 30 July 2015
Description
A personal remake of SUPER HEXAGON, Terry Cavanagh's awesome psychedelic obstacle race game.
Also borrowing some nice ideas from Vittorio Romeo's OPEN HEXAGON remake.
Made for laser projection.
Error creating thumbnail: File missing Webm video MP4 video (W.I.P. 2015/01/29 : testing basic patterns in a short sequence with some randomness) |
Source code now available on GitHub
Game features
(work in progress)
Written in Python, using the pygame framework.
Core EtherDream controller's protocol management (dac.py module) from Brandon Thomas (Echelon)'s Laser Asteroids game.
On-screen (pygame drawing primitives-based) display enables to play or design the game even with no laser at hand.
Designed with wire-frame in mind : since lasers can only draw lines, therefore even the obstacles are lines rather than solid polygons !
Level scripting mimics Vittorio Romeo's LUA scripts "spawn-then-wait" concept (but in a more basic way since I'm not as skilled as him !) thanks to Python's yield statement. Instead of writing complex state machines, write your levels as simple sequential programs !
Open Hexagon's floating/rotating walls, as well as Super Hexagon's scenery-bound walls subject to the opening/closing sector effect.
... and of course, source code intended to be released as soon as the game gets substantial playable content !