Difference between revisions of "Laser Hexagon"

From Tmplab
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Designed with wire-frame in mind : since lasers can only draw lines, therefore even the obstacles are lines rather than solid polygons !
 
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, levels get written as simple sequential programs !
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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.
 
Open Hexagon's floating/rotating walls, as well as Super Hexagon's scenery-bound walls subject to the opening/closing sector effect.

Revision as of 00:21, 31 January 2015

Description

A personal remake of Terry Cavanagh's SUPER HEXAGON obstacle race game.

Also borrowing some nice ideas from Vittorio Romeo's OPEN HEXAGON remake.

Tailored for laser projection.

Video here (W.I.P. 2015/01/29)

DISCLAIMER AGAIN ! The original game concept is not mine but belongs to Terry Cavanagh !

This fan-game is a homage to his awesome invention

Like me, consider supporting him if you love the game's aesthetics and get addicted.


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 !