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Simon's Cube

Project Link

Dates

  • October 2020 (2 days)

Engine

  • Unity

Project Description

  • Team size: 1

  • A first-person stealth roguelite where the player must escape at all costs; made for the Becker College 48-hour Asset Jam

My Role

  • Utilized Unity’s Navmesh system to move various agents, either in a straight line for the clones or toward a specified target for the guards.

  • Created a mesh out of a group of raycasts to visualize the field of view of the guards for the player.

  • Procedurally generated a 3D map of all the rooms in a 3x3x3 cube, allowing the player to choose which room to go to next based on whether it's adjacent to the current room, while also displaying the room they need to get to in order to complete the game. Each room in the cube is randomly picked from a list of prefabs so that the playthrough will be different every time.

  • Added a fun effect for when the guards walk into the trap, where the cube is replaced with 9 cubes, each having the correct position and scale to make it look like the guard is in even pieces. Then added a rigidbody and a random force to each cube, making it appear the guard explodes.

  • Solely developed this project for the 48-hour game jam at Becker College, where participants were allowed to use any free assets to help create their game.

    I went in the opposite direction, making a game using only assets I created myself. I used a very minimalist art style, consisting mainly of cubes and solid colors, so I could focus more on the programming.

    The player is a cube who wakes up inside a larger cube that has several smaller rooms, all of which are also cubes. The main mechanic is the player’s clone gun, which shoots out a player clone that moves in a straight line in the direction to which the player’s gun is pointed (forward, backward, left, right, and don’t move at all). When the clone hits a wall or enough time has passed, it disappears. The player creates clones while avoiding the guards (also cubes) who enter the player's field of view, leading the guard to chase the clone and get caught in a trap. The goal of the game is to lead all of the guards to the traps so the player can find other rooms in the cube and eventually find the exit.

What I Learned

  • The importance of making all elements of a game being clear and simple for the player to grasp

  • Using minimalism to achieve clarity

  • Mesh and procedural generation techniques

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