Bradley "Luke" Hylton
  • Game Prototypes
    • Toy Soldiers
    • Sparkly Night
    • Snakes in a 3-Torus
    • Archimedes' Labyrinth
    • Dungeon Swim
  • Technical Art Demos
    • Manual Input Mesh Generation
    • Low Resolution Hand-painted Normal Map
    • Post-Process Shader
    • Miscellaneous Gallery
  • Publications
    • Project Realism
    • uGrounds
  • Art
    • 3D Art >
      • Steampunk Ragdoll
      • Poisoning Series
    • Sprites
    • Photography
    • Miscellaneous
  • Contact

Archimedes' Labyrinth - Experiment in Non-Euclidean Game Design

Picture

Brief Postmortem

Though the game worked well, technically (for a prototype that hadn't been debugged); my initial "alpha" test release found that there wasn't really an audience for it. IE; the group of people that would take out a pencil and paper to draw a map of a maze in order to solve a maze was very small or nonexistent. I killed the project simply because I felt there wouldn't be a market for the finished title.

Further steps:
If I were to revive the project; the next steps are to fix the area transitions and create randomly generated mazes instead of the single fixed level in the prototype.
Powered by Create your own unique website with customizable templates.
  • Game Prototypes
    • Toy Soldiers
    • Sparkly Night
    • Snakes in a 3-Torus
    • Archimedes' Labyrinth
    • Dungeon Swim
  • Technical Art Demos
    • Manual Input Mesh Generation
    • Low Resolution Hand-painted Normal Map
    • Post-Process Shader
    • Miscellaneous Gallery
  • Publications
    • Project Realism
    • uGrounds
  • Art
    • 3D Art >
      • Steampunk Ragdoll
      • Poisoning Series
    • Sprites
    • Photography
    • Miscellaneous
  • Contact