Memory 3D - Pair matching game in 3D
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Look very cool!
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Just a small update. I had hoped to have submitted my first Fuze game by now, but decided to take Memory 3D in a different direction (both figurative and literal). Its now called Motorway Memory. It looks and plays a bit different now.
The following is done:
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Variable grid depth. 4 lanes wide, but can be as deep as you want. Its currently got 4x4, 4x6 and 4x8 built in.
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Random pair placement. The pieces fill the grid size you have chosen.
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Adjustable camera
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Cell highlighting and camera scrolling.
What's left:
- Check if selected things are a pair
- A title screen
- Some animation
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Looks nice! A new take on an old classic!
You should make the road and the background move continuously, like they are all moving in a great, big convoy. That would give it a more dynamic feel...
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@vinicity That's a great idea. I'll add it to the to do list. Thanks 😊
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I'm still working on this, I have just been a bit busy with work and my family, so not had a lot of time to work on this. Here's what it looks like now:
I've recently added:
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My new animated logo (coded).
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Sprite font, can be used for menu options and messages.
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Moving road and terrain
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Bumpy terrain with grass and mud
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Wow, that looks so cool! I love your new logo. I want to do an animated logo as well!
How are you doing the terrain?
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@vinicity Thanks 😊
I coded the logo in a separate program so I could quickly run it and tweak settings. In docked mode the radius of the circles decreases by an extra 2 pixels per frame to keep it synced with the sounds. Its simply 4 circles positioned in a circle arrangements (sin and cos functions) each is 90 degrees more than the last. The angle of the first is incremented each frame and so the whole group move.
The terrain is done by having a dedicated function that generates a 128x128 terrain object. It is called for each terrain in the array. It always has a height of 0 between tiles 52 and 76 so the array of road objects can be seen. Then every subsequent tile is one unit higher with a random +/- variance. This generates the bumps. I did have a go with perlin noise to generate smoother bumps, but unfortunately the maths in perlin noise was giving me a headache and I was spending far too much time on the terrain. Hopefully Fuze will include a noise function in the future to make 2D and 3D noise easier to work with. The mud and grass are just different terrain colours based on tile position within the terrain.
I've got to make a menu so you can choose the grid size in-game (instead of having to change the code!). This is what the sprite font is for. For menus, and HUD displays such as turns taken and pairs found. Currently I am just using it for the loading screen while the terrain is being generated.
It shouldn't be too much longer before this one is done and you can play. My 3 year old will like this!
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Awesome! Thanks for the explanation!
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Can I just say that the game is great! I love it! The graphics and design is top notch, the dirt passing by looks very nice indeed, and the camerawork gives it a unique touch.
Loved the pause menu as well, which gives a new perspective to the convoy! Everything is just so slick.
Can’t wait to see what you will be doing next!
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Maybe add a multiplayer variant?
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I think an expanded version of this game should be an existentialist visual novel. The road represents life. You could have a load of high-falutin philosophical talk about perception and memory. and there’ll be a moment when the terrain disappears and the road is up in a starry sky with one lone car on it, and thoughts about finitude and mortality. Maybe flashbacks to earlier times. The game can be called ’Nyūron no seishin - Journey to a Forgotten Remembrance’.
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That’s an interesting take!
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Wow! that is really nice!
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@vinicity Thank you very much 😊
It took me a while to figure out a way to give the illusion of movement without it killing the framerate. I eventually settled on creating a bunch of terrains and using a loop to position them. I did try setting terrain height and shifting along one tile at a time but it just looked awful.
I had some fun with coding the camera, especially when I discovered that I could offset the orbiting camera and make it orbit any object. I briefly had an intro that showed the camera catching up to the traffic, but decided that a month was already too much time to spend on my simple game, so I cut it.
The pause menu came quite late in the development as I thought you should have a way to restart if you have made a mess of your guesses or you wanted to go back to the menu. I found exiting the game was as simple as breaking out of the main loop using "break".
I appreciate the slick. I did aim to make it look as good as I possibly could. At one point I added a night mode where it went dark and the vehicle lights came on. It looked stunning, but brought the framerate to unacceptable levels - be careful with spotlights! 😊
It was a good challenge to make, especially the random placement of pairs in the available grid spaces. Check the "makeGrid" function to see what I mean.
Still deciding on what to do next. I have the 3D bug so might do a 3D retro remake or perhaps do something original with motion controls. Not sure yet.
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@SteveZX81 Thanks Steve. I appreciate that 😊 Your game is coming along nicely. I think we're all looking forward to checking that one out. I saw the Fuze boss even commented. Nice one 😊
Edit: Just noticed you have posted the game code. Awesome 😊 -
@toxibunny I can't tell if you're being serious, but I took this as a joke 😂
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@vinicity I am happy with where this project is now and haven't any plans to add to it. I may make one of my next games multiplayer. I have been wondering about making something like Virtua Cop or House of the Dead with motion controls!
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@spt-games That sounds like awesome ideas! Do it!
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Somehow managed to miss the animated logo, but I've gotta say that looks amazing