Show HN: Sokyokuban, a puzzle game in a non-Euclidian world(sokyokuban.com) |
Show HN: Sokyokuban, a puzzle game in a non-Euclidian world(sokyokuban.com) |
One possible improvement is to add another degree of freedom for player movement. Being ability to rotate the sphere and see where you are located in relation to the goals would help. And make touch screen play really immersive.
It seems like the best games throw you in with no context, and let you explore their consistent but mysterious mechanics and worlds
"Non-Euclidean Worlds Engine" - https://www.youtube.com/watch?v=kEB11PQ9Eo8
"Spherical Geometry Is Stranger Than Hyperbolic" - https://www.youtube.com/watch?v=yY9GAyJtuJ0
There are many cool 2D and 3D non-Euclidean games already existing and several cool new projects in development, see: https://medium.com/@ZenoRogue/non-euclidean-geometry-and-gam...
I'm sure the authors would also be more than happy to answer that question.
some quality of life changes could be
- click to move automatically to cell if unobstructed
- scoreboard
- what is the lowest amount of moves for the levels?
https://www.testtubegames.com/velocityraptor.html (webgl, no flash)
I'm going to check this out.
Edit: after exiting Chrome, now it’s rendering the controls at bottom of the screen.
Edit: and it’s really fun.
Could you move the next and reset buttons so they're easier to click?
[1]: https://developer.mozilla.org/en-US/docs/Web/Progressive_web...
Was almost surprised that a little web game gets this right when many native apps don't. I just checked the last three Sokoban-likes I played (Stephen's Sausage Roll, Baba Is You, A Good Snowman Is Hard To Build) and they all follow the currently active layout. Which admittedly is way better than the really annoying games that memorise the layout that's selected when you launch them and have to be completely restarted if it wasn't the one you wanted.
By this token, classic Doom is already non-Euclidean because of teleports.
What people often want when they ask for non-Euclidean is a curved space, like, well, the surface of a globe. Or maybe a torus. Or space being infinitely repeated while looking flat (also much like a torus). Some kind of hyperbolic geometry could be fun but likely too mind-boggling.
(The ultimate in non-Euclidean worlds I've seen so far in games is the paradoxical space of Monument Valley.)
Topology is how you sew/glue this fabric.
You can make a cylinder out of flat paper, so it is an Euclidean manifold.
You cannot make a sphere out of flat paper, so it is a non-Euclidean manifold.
Non-Euclidean geometry refers specifically to the geometry, not to the topology. It is not "anything where the distance is not the Euclidean distance" or "anything other than the Euclidean space" or "anything not related to Euclid's proof that there are infinitely many primes". Such a concept would not be useful, because it would be so broad that nothing interesting could be said about it (as you said, it would include Doom levels because of the teleports).
So a cylinder or a flat torus or a space being infinitely repeated are not non-Euclidean geometry. Monument Valley also has no relation to non-Euclidean geometry.
Since the very notion of a line or a distance in the Mountain Valley world is ill-defined, I would not call it Euclidean either, even though each static configuration of it may be Euclidean, minus doors (which are teleports again).
Just like "irrational number", which is not any number that is not rational -- we still assume that it is a real number, so i or Aleph-Null are not considered irrational.
If we include teleport points in our metric, we no longer have a manifold (if teleports are one-way, not even a metric space). Similarly for Mountain Valley, or affine/projective manifolds that can be found in some games, it is wrong to call them Euclidean or non-Euclidean.
Anyway, originally "non-Euclidean" was just the hyperbolic plane (the only geometric structure which satisfies all the Euclid's axioms except the fifth), and then (depending on whom you ask) it was extended to also mean other situations which are different but similar in nature -- so spherical geometry (which is just the opposite), Nil/Solv geometry (which also play with parallel lines), but not cylinders, affine manifolds, teleports, taxicab metric, and so on (they don't really do anything interesting to parallel lines).
Games on "spherical", or rather, "polar" surfaces are well-known: space flight around a gravitating body, along circular geodesics.
A shooter in a hyperbolic space, and with gravity, could be hilarious.
What kind of shooter? An Asteroids-like game on hyperbolic manifolds (both 2D and 3D) can be found in HyperRogue, although there is no gravity. Gravity in hyperbolic space is a rather problematic thing, you always get some extremely weird effects, also I believe there are no stable orbits in hyperbolic spaces.