Difference between revisions of "Laser Hexagon"
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== Game features == | == Game features == | ||
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Written in Python, using the [http://www.pygame.org/wiki/about pygame framework]. | Written in Python, using the [http://www.pygame.org/wiki/about pygame framework]. | ||
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Open Hexagon's floating/rotating walls, as well as Super Hexagon's scenery-bound walls subject to the opening/closing sector effect. | Open Hexagon's floating/rotating walls, as well as Super Hexagon's scenery-bound walls subject to the opening/closing sector effect. | ||
+ | There are currently three levels : | ||
− | + | * main level (music : <u>Robot Rockerz</u> from Komputer Kommander) : average difficulty, intended to show most of the game's features | |
+ | * "G-Force" remake from OPEN HEXAGON 2 : high difficulty, extra "scissors" pattern (side walls that can crush you), with swarms of tiny side walls announcing the next pattern since there is no text support yet | ||
+ | * beginner level (music : <u>Pirate Manners</u> from Bossfight) : pentagonal/hexagonal quickly made level | ||
+ | |||
+ | No text support yet (would be useful for credits, level names, pattern notifications, settings etc...) |
Revision as of 17:46, 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
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.
There are currently three levels :
- main level (music : Robot Rockerz from Komputer Kommander) : average difficulty, intended to show most of the game's features
- "G-Force" remake from OPEN HEXAGON 2 : high difficulty, extra "scissors" pattern (side walls that can crush you), with swarms of tiny side walls announcing the next pattern since there is no text support yet
- beginner level (music : Pirate Manners from Bossfight) : pentagonal/hexagonal quickly made level
No text support yet (would be useful for credits, level names, pattern notifications, settings etc...)