The inspiration for our project was our love for gaming, particularly vr. Our plan was to break boundaries via a confusing multi-tiered maze/party game that required cooperation of all participants to solve. The game was written in unreal engine using c++ and their blueprint (flowchart system), with the procedural map generation handled in python, a networking middleware application written in go and a web app in javascript with p5js. The game coordiantes with the middleware via a tcp api, which then manages the web app clients.Each observer (that watches via the web app) is assigned a single floor of the maze, and guides the player towards the portals towards the end goal. The game begins with a start portal which teleports the player from the lobby into the level. Each floor of the level is a (potentially compartmentalized maze), with additional portals to other floors. The goal is to find the portal back to the lobby. Each floor/portal is colour coded. An unique solveable map is generated for each round (ignoring the current bugs). The map generation worked by first setting a permutation of floors and placing portals to link them. A valid path through the cycle is then created, and extra portals/corriders are then added to flesh it out. The intention was for the active player to be able to experience this in vr for added immersion and to further seperate them from the observers, but time was not on our side.

What did we learn?

  1. Don't reinvent the wheel.
  2. managing priorities/when to move on.
  3. go/p5 etc.

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