A Maze Thing by TeamAMazeThing
Aliens are kidnapping your crew! Explore the space ship and lead them to safety! But beware, your scanners are malfunctioning and will only update your map every 10 seconds - and enemies might lurk behind every corner.
Created by Christian Reuter, Florian Mehm, Moritz Neeb, Stefan Huebecker, Viktor Wendel at the Multimedia Communications Lab (http://www.kom.tu-darmstadt.de) at TU Darmstadt. Enjoy!
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Sources used:
Base-Mesh for victims: http://opengameart.org/content/male-human-low-poly-base-under-1000-polys - www.amon.co
Many Assets: Angry Bots Demo, Unity Technologies http://u3d.as/content/unity-technologies/angry-bots/2aL
Skybox generated using SpaceScape http://alexcpeterson.com/spacescape
A* algorithm by Aron Granberg
http://arongranberg.com/astar/
"Forgotten Victory", "Space Music Out There" and "Searching" by yd
http://opengameart.org/content/forgotten-victory
http://opengameart.org/content/space-music-out-there
http://opengameart.org/content/searching
"The Orchs are Coming" by shalpin
http://opengameart.org/content/the-orchs-are-coming
Created by Christian Reuter, Florian Mehm, Moritz Neeb, Stefan Huebecker, Viktor Wendel at the Multimedia Communications Lab (http://www.kom.tu-darmstadt.de) at TU Darmstadt. Enjoy!
------------------------------
Sources used:
Base-Mesh for victims: http://opengameart.org/content/male-human-low-poly-base-under-1000-polys - www.amon.co
Many Assets: Angry Bots Demo, Unity Technologies http://u3d.as/content/unity-technologies/angry-bots/2aL
Skybox generated using SpaceScape http://alexcpeterson.com/spacescape
A* algorithm by Aron Granberg
http://arongranberg.com/astar/
"Forgotten Victory", "Space Music Out There" and "Searching" by yd
http://opengameart.org/content/forgotten-victory
http://opengameart.org/content/space-music-out-there
http://opengameart.org/content/searching
"The Orchs are Coming" by shalpin
http://opengameart.org/content/the-orchs-are-coming
Ratings
| Coolness | 82% | 2 |
| Overall(Jam) | 3.04 | 325 |
| Audio(Jam) | 3.05 | 215 |
| Fun(Jam) | 2.52 | 446 |
| Graphics(Jam) | 3.59 | 208 |
| Humor(Jam) | 1.86 | 425 |
| Innovation(Jam) | 2.93 | 315 |
| Mood(Jam) | 3.24 | 169 |
| Theme(Jam) | 2.38 | 545 |
http://www.kom.tu-darmstadt.de/~vwendel/RandomMap.cs
However, be warned, it needs serious refactoring, right now it is pretty much spaghetti code.
I did, however, take some time to add a lot of comments in order to explain the functionality.
Basically, the script randomly places rooms in a predefined raster.
Then each room seeks its 'n' closest neighbors.
After that, links are build between neighboring rooms going from left to right.
Next, overlapping halls are replaced with crosses, tCrosses and corners based on neighboring halls.
Fianlly, an adjacency matrix is calculated for each room, cross, and tCross which is used for pathfinding later.
You can specify the number of neighbors, each room establihes a connection to. If this number is too low, it is possible that some rooms are not connected as this is not checked yet.
The map creation is interesting and the radar reminded me of the old AvP games, where the aliens could jump on you in between the updates.
Some notes: It took some time for me to recognize the doors (maybe something more distinct or slightly larger activation zones). And the HUD on top right did not fit with the rest of the visuals.
Good job.
It would be great if the doors you can use have lights, so you needn't try them all, if you lost the orientation. An arrow for the player symbol in the minimap would be great as well.
Great atmosphere. Thrilling!