This is a puzzle game played by flipping a painted cube around a series rooms composed of small amount of tiles. Unpainted surfaces become painted upon contact, but the reverse is also true on next contact, thus creating a basic toggle mechanic. To make the puzzles more interesting, one of the cube’s six sides has no paint. There are also walls carefully positioned to constrain movement direction, tiles that make no difference when rolled over, and some tiles already painted when starting the game. All these elements come together to make a scalable, replayable mini game mechanic engine. Anybody with Unity can make their puzzles and contribute to our repository, just ask us.
I was giving a tutorial on Unity C# programming basics to several members, while Dante worked in isolation on refactoring last week’s core engine from 2D to 3D. In an hour I covered lots of key concepts necessary to begin a very rudimentary Unity game. It’s at this point I attempted to get Lerp rotation to work properly, which I had never done before. I got stuck and each of the three of us had different ideas how approach debugging the problem. Time was spent pursuing red herrings, such as some of us wanted to examine how Quaternions functioned. I strongly advised against this — the mathematics contained within are scary — this was a perfect class to treat as a black box.
Collaborating as a group has it’s pros and cons. We get to pool our talents and aspirations to create something bigger than we could have completed alone. Often our fervor has a residual effect for days that carries into our other concurrent development projects. And often we make strong friendships while developing. But it also can be a bit frustrating at times when multiple members all have different ideas how to debug the same problem, and none seem immediately apparent will work. Tensions can get a bit high. This is where a balance of patience and persistence culminates tempered by our passions, worth the payoff.
- Ian suggested we do puzzles moving around in 3D space.
- Dante adapted this idea to have gradual falling motions, ported from Block-it source code.
- Matthew designed all 9 levels, calculated the minimum number of moves.
- Zack and Dante implemented rotational Lerp, the key aesthetic.
- Ian, Ben, Jabir started work Lerp rotation.
- Hunter did the score counter.
- This Unity Answers post here provided a six-sided quad we could map a unique side to, and this other post provided the high-contrast colored image that we sliced up into pieces for debugging.
The code is available here on the GitHub repository. Feel free to download and build new levels, and submit them to us.