Today is my birthday, and this is quite the excellent gift :) I've been thinking about what it would like to express something like the holographic principle in this form factor ... haven't made much progress!
HyperRogue, a open-source non-Euclidean roguelike: new weapons
11–20 of 30 posts
Re: HyperRogue, a open-source non-Euclidean roguelike: new weapons
#12Today is my birthday, and this is quite the excellent gift :) I've been thinking about what it would like to express something like the holographic principle in this form factor ... haven't made much progress!
Happy Birthday :)
Re: HyperRogue, a open-source non-Euclidean roguelike: new weapons
#13Other than the visualization, what specific aspect of non-Euclidean space is leveraged? For instance, if you were project the space on to a rectangle, what would fundamentally change about the game? The coolest non-Euclidean game ideas I've seen involve violation of the triangle inequality of metric spaces, i.e. the shortest path between two points is not necessarily a straight line (e.g. Portal). Just from the artic…
Re: HyperRogue, a open-source non-Euclidean roguelike: new weapons
#14Re: HyperRogue, a open-source non-Euclidean roguelike: new weapons
#15Other than the visualization, what specific aspect of non-Euclidean space is leveraged? For instance, if you were project the space on to a rectangle, what would fundamentally change about the game? The coolest non-Euclidean game ideas I've seen involve violation of the triangle inequality of metric spaces, i.e. the shortest path between two points is not necessarily a straight line (e.g. Portal). Just from the artic…
Another effect is that "parallel lines" don't exist in quite the same way. That is, any given line has infinitely many non-intersecting" parallel lines, but they all diverge from it rather than maintaining a constant distance. So one entity pursuing another along a "parallel" course will have to constantly turn* to keep following them, which lengthens their path and slows them down.
Re: HyperRogue, a open-source non-Euclidean roguelike: new weapons
#16Today is my birthday, and this is quite the excellent gift :) I've been thinking about what it would like to express something like the holographic principle in this form factor ... haven't made much progress!
Re: HyperRogue, a open-source non-Euclidean roguelike: new weapons
#17Re: HyperRogue, a open-source non-Euclidean roguelike: new weapons
#18Other than the visualization, what specific aspect of non-Euclidean space is leveraged? For instance, if you were project the space on to a rectangle, what would fundamentally change about the game? The coolest non-Euclidean game ideas I've seen involve violation of the triangle inequality of metric spaces, i.e. the shortest path between two points is not necessarily a straight line (e.g. Portal). Just from the artic…
It's true that it's hard to tell from the screenshots, but I'd say this game is way more non-euclidian than a mere "euclidian plus portals" kind of space. It's not simply the projection that makes it look strange, and there is no projection that can possibly make a hyperbolic world look like a normal 2d world. For example, a circle in hyperbolic space contains a lot more space than a circle in euclidian space with th…
That being said, I standby my initial comment. After playing the game, I see how hyperbolic geometric affects movement in the world. What still remains unclear, however, is how movement in a hyperbolic world impacts game play in a meaningful way. Games are not complete happenstance; they're a collection of intentional choices to create an experience through purposeful mechanics. While the choice of hyperbolic geometric was intentional, the impact of this decision on the game play feels more or less random. That's not to say hyperbolic geometry couldn't be used to make an interesting game, but one would need to design the game in a way that creates a compelling experience by intentionally exploiting the characteristics of hyperbolic geometry. Taking an existing thing and recreating it with hyperbolic geometry is not cutting it for me, at least not in this specific instance.
Re: HyperRogue, a open-source non-Euclidean roguelike: new weapons
#19Earlier quoted context omitted.
It's true that it's hard to tell from the screenshots, but I'd say this game is way more non-euclidian than a mere "euclidian plus portals" kind of space. It's not simply the projection that makes it look strange, and there is no projection that can possibly make a hyperbolic world look like a normal 2d world. For example, a circle in hyperbolic space contains a lot more space than a circle in euclidian space with th…
I just tried the game. Let me preface this comment by saying that I think any exploration of new game techniques is always worthwhile, and, more broadly, creating anything is always positive. I have no expectation that the author of this game created it to please me. That being said, I standby my initial comment. After playing the game, I see how hyperbolic geometric affects movement in the world. What still remains…
It impacts how far you have to go to reach a variety of terrain. In euclidean space there is a fixed amount of surface area with any given walking distance. In this game there much more space within that same walking distance which allows more user choice and variety in areas without having to decrease the size of areas. Thus any given biome can border many more biomes without making the distance between those biomes larger.
Re: HyperRogue, a open-source non-Euclidean roguelike: new weapons
#20Earlier quoted context omitted.
It's true that it's hard to tell from the screenshots, but I'd say this game is way more non-euclidian than a mere "euclidian plus portals" kind of space. It's not simply the projection that makes it look strange, and there is no projection that can possibly make a hyperbolic world look like a normal 2d world. For example, a circle in hyperbolic space contains a lot more space than a circle in euclidian space with th…
I just tried the game. Let me preface this comment by saying that I think any exploration of new game techniques is always worthwhile, and, more broadly, creating anything is always positive. I have no expectation that the author of this game created it to please me. That being said, I standby my initial comment. After playing the game, I see how hyperbolic geometric affects movement in the world. What still remains…
To clarify, "For instance, if you were project the space on to a rectangle, what would fundamentally change about the game?" didn't make much sense in the context of this game, and made it sound like the game's world could have been represented in a simpler, more obvious way. All I'm saying is, as you might understand better now, there is no simpler way, and you can't simply fit hyperbolic space onto euclidean space. I would approach this game partly as a math experiment, and partly as a game, with the goal of exploring the possibilities of this combination.