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Posts Tagged ‘game prototypes’

PLARL: Roguelike Celebration talk

The Roguelike Celebration is an annual mini-conference on roguelike games and procedural content, currently in its fourth year. I’ve gone the past three years and its always wonderful- highly recommended.

This year, I was lucky enough to get to present a short talk on my 3d-printable roguelike, “PLARL” (short of the poly-latcic acid roguelike). The talk (along with all the other, even better talks given by other contributors), is up on youtube and viewable here:

Also, if you’d like to see the slides from the talk, they’re available here: http://www.adrianherbez.net/plarl/prez/

Also also, I have all of the code for both the OpenSCAD model generation and the JS-based maze generation available on github here: https://github.com/aherbez/plarl

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Ghast Blasters (Bose AR Gamejam)



This was a game prototype created in Unity for a gamejam sponsored by Bose, which was a competition to create games their audio AR hardware. I was part of a four-person team, including:
Eli Delventhal
Goose Gutierrez
Mario Godoy
Eli and I were responsible for all the code, Goose for the art, and Mario for the music and sound effects.

Ghast Blasters is a cooperative game where two players work together to defeat supernatural terrors. One player is tasked with locating ghostly threats using spatialized audio via the Bose AR glasses, while the other draws arcane sigils on a phone or tablet to seal them away.

The phone player “sees” through the eyes of the AR player, and can provide feedback (“Turn left!”, “To your right!”) to help them orient to the enemies. They also have a radar screen to see where enemies are in relation to the AR player.

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PLARL: the 3d printed roguelike (proof of concept)


This was a project to generate a 3d printable dungeon using OpenSCAD. To play the game, the player uses a screwdriver or similar to break away parts of the printed model, revealing additional information.

The result has multiple layers stacked on top of each other, with the bottom layer (red) consisting of the maze pattern, the middle layer (green) supporting iconography for things like monsters, and the top layer (blue) being the door. Both the blue and green layers break away.

To see a playthrough of an example level, check out this video:

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Logic Puzzle Generation v0.1

Screen Shot 2019-03-21 at 11.08.53 PMI’ve been a huge fan of logic puzzles since I was a kid, and for a long time I’ve wanted to try my hand at building a system to generate them.
This represents the first pass of such a system- a puzzle is generated, along with 16 clues, pulled from four different types:

  • Assertion Clues that state that two things are linked (“Alice ordered a burger”)
  • Negation Clues that state that two things are notlinked (“Alice did not order a burger”)
  • List All Clues that give one fact for each component of a solution (“The four people were: Alice, the person that ordered the steak, the person that ordered a beer, and the person from New Orleans”)
  • Either / Or Clues that generate two facts, one true and one false (“Either Alice ordered a burger OR the person from New Orleans ordered a steak”)

I’m pretty happy with what I have so far, though the big missing feature is that there’s no guarantee that a given puzzle is solvable with the clues given. For that, I plan on approaching things by starting with all the possible values, and trimming things away as clues are applied. Once there’s only a single option for each value, then the clues are sufficient.

There’s also a huge amount of room for improvement with respect to the way clue text is generated, so that’s something I want to improve as well. The ultimate goal with this is less about just generating puzzles and more about building logic puzzles into other kinds of games.

To play with it yourself, head here. Note that at present, the generated image is meant to be printed, rather than solved online. That’s mainly because this incarnation is more about puzzle generation (for later inclusion in other projects). Also note that the solution is printed upside-down at the bottom of the page.

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