Every[No]where
A downloadable game for Windows
WELCOME TO EVERY[NO]WHERE, [super duper pre-pre-pre alpha]
an abstract puzzle platformer that generates blocks in random places. you must either collect gems or race to the end as fast as possible. with simple walljump mechanics, you can cross seemingly impassible gaps. these levels are made by placing blocks in random places, but you have total control of the range, amount, and size of the blocks.
where are you supposed to be? that does not matter. you create a realm that could exist, but the odds of these places ever existing in our universe is nearly zero. these are the worlds that exist in the midst of pure nothing. imagine if the universe ended up like a level you generated in this game. it would be pretty pathetic, but be glad that it is an astronomically small chance.
IF YOU DIDN'T GET THAT LAST PARAGRAPH, DON'T WORRY, IT'S ABSTRACT. IT DOESN'T MATTER.
however, to get a grasp on the odds of generating a level, here are some numbers. by default, the game sets (x,y,z) at (50,20,50), the minimum and maximum scales at 2 and 10 respectively, and the number of blocks to spawn 500. assuming integers only, this comes down to roughly 9*9*9*100*40*100*500=145.8 billion level variations on the default settings alone. if you made the level bigger with more blocks and scaling options. the odds get larger much faster.
PLAYING
once you start the game, you will see boxes with numbers. these are the parameters you modify for the level generation. parameters include. X axis, Y axis, Z axis, minimum scale size, maximum scale size, number of blocks, and percent of gems to collect in the gem collection mode.
below the boxes are some stats. these are the number of gems you collected in the current session [yes, it resets once you exit the game. i apologize :(], the density [a relation of number of blocks and the 3 axes. generally speaking, the smaller the number, the more difficult the level gets], and the total number of gems that generates [this is based on the x,y,z].
there are two dropdown menus on the right. the top one to switch the game mode and the bottom one to switch the music tracks.
this game uses standard first person controls; WASD for movement and space to jump. you can strafe towards the wall and keep jumping up to 3 times to do a wallrun/walljump. you also have a jump stored at all times to be used once. this means, besides using jump as you would expect, you can fall off of a ledge and press space to jump in midair. with a controller, the left stick is movement, right stick for looking, and RB for jumping.
gem collecting is simple: collect your defined percentage of gems as fast as possible. this is defaulted at 70%. failure can happen by falling off the level. while your time will not be logged, your collected gems will.
there are two race types: standard and vertical. standard is along the Z axis, so make sure you max out the Z axis on race mode. likewise, max out the Y axis for the vertical race.
press escape to pause the game and if you want to go back to the generation menu.
CREDITS
almost everything is done by me. music, programming, concept, sound, etc.
special thanks, however, goes to brackeys for his unity tutorials, dominique grieshofer for his game refunct as a source of inspiration, and dani for his game karlson and a source of motivation. if a bozo milk drinker like him can make a game, so can i.
Status | Prototype |
Platforms | Windows |
Rating | Rated 4.0 out of 5 stars (1 total ratings) |
Author | JohannKrupps |
Genre | Platformer, Puzzle, Racing |
Tags | 3D, First-Person, Singleplayer |
Download
Click download now to get access to the following files:
Development log
- 0.1.3 changelogDec 04, 2020
- 0.1.2 changelogDec 04, 2020
- 0.1.1 changelogOct 18, 2020
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