The Maze was quite a challenge that was well worth it. This project was meant to be a final, so I really wanted to challenge myself and do something I've never done before while learning the Processing code.
I decided to do a maze; a maze that would take a while to sift through.
Not only were the maze walls an instant death, but slime cubes would bounce along the walls with near unpredictable direction. Even if their boundaries were noted by players, they still proved to be a threat.
I decided to do a maze; a maze that would take a while to sift through.
Not only were the maze walls an instant death, but slime cubes would bounce along the walls with near unpredictable direction. Even if their boundaries were noted by players, they still proved to be a threat.
The reason behind the game's extremely vibrant colors is due to an
obstacle I had to overcome, that obstacle being collision. I had trouble finding tips and code to define a wall or a slime cube that the game and I could understand. With further research and help, I found a clever way
to overcome this issue. The character you move is actually just a white
square with a very low opacity. The square constantly checks the color it's
on top of every time it's moved. When it hits a color with a certain hex
code number, it will trigger either the end, the slime cube death screen,
or the wall death screen.
obstacle I had to overcome, that obstacle being collision. I had trouble finding tips and code to define a wall or a slime cube that the game and I could understand. With further research and help, I found a clever way
to overcome this issue. The character you move is actually just a white
square with a very low opacity. The square constantly checks the color it's
on top of every time it's moved. When it hits a color with a certain hex
code number, it will trigger either the end, the slime cube death screen,
or the wall death screen.
The image on the left was the workflow/wireframe to determine
the sequence of events that the player would go through if they
reach the other side of the maze. This acted as a checklist for what
needed to be illustrated and what phases the game could be in.
the sequence of events that the player would go through if they
reach the other side of the maze. This acted as a checklist for what
needed to be illustrated and what phases the game could be in.