Ghost Maze – A game about ghosts in mazes

For the month of October I have been working on a way to randomly generate a world that is interconnected in a way that I can drop the functionality into my Space Wars game to manage jump gates between Star Systems. The result has been this maze game. Some of the behind the scenes stuff isn’t really used by the maze game and the wall building stuff probably won’t be used in Space Wars but its still coming along pretty well. Here is a video of the gameplay so far…

At some point you could see the maze generation. I used Conway’s Game of Life to generate the structure. Then I had to test which squares need walls. I am also using the Respawn system to drop in Ghosts and objects to help you navigate the maze. The exit portal ends up also being spawned randomly. Here is a pic of early maze generation —

Screen Shot 2014-10-15 at 6.37.17 PM


Originally, I was building 100×100 mazes, but with the game in action 50×50 currently runs best. Also it seems pretty impossible even in the smaller size. I built a pseudo occlusion culling system as well which disables renderers for rooms that aren’t super close. It definitely helped speed the game up.


Space Wars Team Battle Demo is Here

The month of September was devoted to experimenting with procedurally generated space areas, hyperspace jumping, and dog fighting AI.

The result is affectionately named Space Wars Team Battle Demo. The team means AI teammates, no online play for this one… yet. Technically, if you fly long enough you can arrive at the planets. The game will eventually feature some sort of landing, probably not seamless atmosphere flight as that is just magical to me.


There are also jump gates that are functional. Again they require flying far into space. They are glowing spheres. Hit one and you will jump to a new system. These will eventually link between systems in a way that makes sense. For now they are random… The main ‘game’ of this demo is just destroying the enemy fleet and then auto-jumping to the next round. It’s hard. Here is the link to the Webplayer (PC and Mac Coming soon)… Frame rate seems ok when I play it, but mileage may vary –should run real fast on the standalone build.

On the web version – Right click and Go Fullscreen. This will allow the mouse to lock and give you the ability to use the right mouse button to do a barrel roll.

Here is a video of some gameplay:

Dev Log: Space Wars now has missiles! And it’s pretty… #1GAM

Screen Shot 2014-06-17 at 10.50.58 PM

A little more progress this week – I’ve added in multiple cannons and missiles to the mix. The missiles involve targeting enemies which I made automatic by just aiming at them. Aiming puts a red box around the enemy that is currently being targeted. From their a missile will chase the target for a period of time usually resulting in a hit. I tried all sorts of ways of doing the missile trajectory and while big arcing ones looked cool, they resulted in lots of misses. So the current missiles are pretty vicious and accurate. Check out the video of some highlights…

Another added feature is I’ve included Space for Unity assets in the game. They are much cooler looking than my stuff and I picked it up a long time ago so it’s best I put it to some use. In adding the cool planets and nebulas, I also expanded the map to about 4000 square units. Seems big enough to explore now. The mini map is a little crammed but I have plans to make it a little more zoomed in and then have an expanded area map UI at some point.

I’ve noticed with some of my updates, I need to test again online since some of the effects only show up for one player. Also the enemies are super jumpy if you are not the server it seems…

I’ve also been trying to figure out an offline mode but the Photon directions are unclear how to implement it… 🙁