A few months ago I came across my first image of a hypercube maze. I was already quite fascinated with many hyper cube mazes -- however this particular image had caught my attention. It wasn't long before I had already started to wonder how to procedurally generate something like a modified hyper cube maze.
I came to this hackathon without much of an idea, but I remember how I wanted to try my hand at implementing a game around mazes, and so -- here we are =)
What it does
It's an impromptu local multiplayer game with a casual twist -- procedurally generated "mazes".
How I built it
This was built with Unity3D, GLSL and C#.
Challenges I ran into
We ran into a few VCS issues and a accodemts kist eatomg wotj a frome
Accomplishments that I'm proud of
We were able to create a successful MVP of a game idea in 36 hours and polish it to the point where it has a distinct style and personality
What I learned
We learned quite a bit about procedural generation as well as the design aspects surrounded along with creating a procedurally generated game.
What's next for Hypermazed
We would love to build Hypermaze for scale as an online web-game on it's own domain or partnered with a provider.