This could turn into something more interesting if you added in more mechanics to further the gameplay past "just walk until you find the exit while keeping a loose mental map". Think some elevated spots that let you see a portion of the maze, a thread with a certain length you can arbitrarily use at some point and will signal your path in the ground for a while, see-through walls, stuff like that.
I think multiplayer can be a neat concept too.
Maybe the minotaur shouldn't rush you a lot though, can you escape him at all once he sees you? Maybe some walls the player can go through but the minotaur can't?
Aside from all that, I have to ask you to please remove some of the materials for walls/floors as they really hurt the eyes, heh. I liked the rock bricky wall and some similar ones, but stretched bunch of colors/missing material pink floor/etc are really unusable. A slightly wider FoV wouldn't hurt either.
Hey I appreciate you going in depth like that. I think being able to mark your path is a great idea, somehow I didn't really think about doing that kind of thing. I think it would be cool to give the player a marker to draw on walls. You can escape the minotaur just by running, your speed will be a bit higher than his, and at the moment it's pretty easy to lose him just by going around a corner.
As for the materials, I agree some are not great, I just added a lot for testing. For this demo I didn't have reflections working so materials like the mirror or iron won't work as intended. Also I had a bug where sometimes the outer wall textures were not tiled correctly.
For FOV I wanted to add a setting to adjust it as you like, but the problem with that is the hammer's handle is pretty long and if you increase the FOV a lot you can see the handle go inside you as you swing. The model, I just got it from the asset store but maybe I should try shortening it.
This is pretty cool. I'm not really into this, but it reminds me of the old days of watching the windows screensaver. Not really sure what the point of the hammer is as it doesn't seem to let you make an informed decision on what's behind the wall. It might be neat if you could get some semiaerial views from a corner. Keep up the good progress!
My intention with the hammer was that players would likely be making a mental map as they go and at least should have some idea of where they haven't been yet, or a have a direction they want to go. Also I do think it would be cool to let an AI run the mazes just like the old windows screensaver. Might add that, maybe multiple too so they can race.
Comments
This could turn into something more interesting if you added in more mechanics to further the gameplay past "just walk until you find the exit while keeping a loose mental map". Think some elevated spots that let you see a portion of the maze, a thread with a certain length you can arbitrarily use at some point and will signal your path in the ground for a while, see-through walls, stuff like that.
I think multiplayer can be a neat concept too.
Maybe the minotaur shouldn't rush you a lot though, can you escape him at all once he sees you? Maybe some walls the player can go through but the minotaur can't?
Aside from all that, I have to ask you to please remove some of the materials for walls/floors as they really hurt the eyes, heh. I liked the rock bricky wall and some similar ones, but stretched bunch of colors/missing material pink floor/etc are really unusable. A slightly wider FoV wouldn't hurt either.
Hey I appreciate you going in depth like that. I think being able to mark your path is a great idea, somehow I didn't really think about doing that kind of thing. I think it would be cool to give the player a marker to draw on walls. You can escape the minotaur just by running, your speed will be a bit higher than his, and at the moment it's pretty easy to lose him just by going around a corner.
As for the materials, I agree some are not great, I just added a lot for testing. For this demo I didn't have reflections working so materials like the mirror or iron won't work as intended. Also I had a bug where sometimes the outer wall textures were not tiled correctly.
For FOV I wanted to add a setting to adjust it as you like, but the problem with that is the hammer's handle is pretty long and if you increase the FOV a lot you can see the handle go inside you as you swing. The model, I just got it from the asset store but maybe I should try shortening it.
This is pretty cool. I'm not really into this, but it reminds me of the old days of watching the windows screensaver. Not really sure what the point of the hammer is as it doesn't seem to let you make an informed decision on what's behind the wall. It might be neat if you could get some semiaerial views from a corner. Keep up the good progress!
My intention with the hammer was that players would likely be making a mental map as they go and at least should have some idea of where they haven't been yet, or a have a direction they want to go. Also I do think it would be cool to let an AI run the mazes just like the old windows screensaver. Might add that, maybe multiple too so they can race.
I guess I'm too smol brane for that then haha. I wouldn't have an idea of where to use it.