8 votes

Hyperbolica devlog #3: Rendering hyperbolic spaces

3 comments

  1. [3]
    Kuromantis
    Link
    Admittedly not sure if this goes to ~science, here, ~games.game_design or ~misc.

    Admittedly not sure if this goes to ~science, here, ~games.game_design or ~misc.

    1 vote
    1. [2]
      imperialismus
      Link Parent
      It’s rare that a game development log is also a math lesson, but that’s kind of what the game’s about. I’m curious what the actual gameplay loop is going to be like. Walking around Non-Euclidian...

      It’s rare that a game development log is also a math lesson, but that’s kind of what the game’s about.

      I’m curious what the actual gameplay loop is going to be like. Walking around Non-Euclidian spaces is interesting in and of itself, but will it be a walking simulator or is there going to be a story, puzzle elements, platforming, action sequences? I guess laying the technical groundwork first is extra important when you’re building something for which there exists no existing tech.

      3 votes
      1. grungegun
        Link Parent
        HyperRogue is the 2D analog of this, and it is admittedly just walking around. It's also free, so I'd recommend checking it out. It has a website somewhere that explains the rendering used. Based...

        HyperRogue is the 2D analog of this, and it is admittedly just walking around. It's also free, so I'd recommend checking it out. It has a website somewhere that explains the rendering used.

        Based on the fact that his previous project was rendering fractals, and he built... a marble game in it, I think he mainly like the math. I really want a spherical geometry fps though.

        1 vote