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Mazed 3DS

From GameBrew
Revision as of 14:08, 1 Mayıs 2020 by HydeWing (talk | contribs)

Template:Infobox 3DS homebrew

Mazed 3DS

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What you see above is an image of a demo that I've been working on, now titled Mazed. You begin in a room with one exit. From there you must go through other rooms to figure out which way leads to the end. Making a wrong turn will take you back to where you started, and once you decide to enter a room you cannot go back. Memory is the key to winning this game.

Being a demo there are still missing features, and I mostly created this demo to test a concept that I had in mind. Though I like the results, so I'll probably end up working on this project a little more.



What is in the demo:

• Character movement - The character moves if you press the dpad. If the character hits a wall he stops moving.

• Character animation - The character is animated, so you will see the character move his face, arms and legs if you press the dpad.

• Room transition (10 rooms in total) - If you are in front of an entrance and press A you will enter a room. But, the entrance will be sealed. There is no going back, unless you make a mistake, from which then you would have to start all over.

• One-way victory - There is only one route to reach the end.

• Bottom screen only - The game plays on the bottom screen only. The image posted above is what the game should look like on the bottom screen. The reason the playing field is small is because of performance. Initially I used the whole bottom screen as the playing field, but for some reason performance took a hit. So, the smaller the images, the better the demo runs.

• Screenshot support - Press Start to take a screenshot. The image will be saved in lpp/Images/Screenshot.



What is not in the demo:

• Title screen - A screen where you can press a button to start the game.

• Locked doors - Some doors are locked and need keys. You would have to find the keys to open the locked doors.

• Groups of random rooms - Groups of rooms randomly load. You would start the game, go through one sequence of rooms, mess up, start again, and find that the sequence of rooms changed.

• Multiple-way victory - There is more than one route to reach the end.

• Sounds - Sounds make the game seem more alive.

• Particle fall - I had this working but then I removed it. I made a yellow pixel move diagonally from one side of the screen to the other, and teleport back to where it started once it reached the other side. It gave the effect of particles falling, and made the game seem livelier. If animated it would probably work even better.

• Object animations - Animations of objects to make the game seem more alive. Something like flowers, for example.

• Automatic exit once you reach the end.

• Etc.

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