Trimeris

Discover the clues


You wake up in an unknown environment. A strange, strong vibration is radiating from the center. The center is made out of cubes. When the tool in your hand is pointed against one of them, you can feel an all encompassing vibration… As if it is connected to the cube. In fact, you can control the cube.

What shall you do with your cube?

Noticed your two friends? You three will need to go out on a scavenger hunt to find your clues. But be aware, not all of them apply to your tool. You may find one or two hints that are only really useful for your friends. Together you have to sort out which clues belong to whom. Sadly, you can see only a third of all clues. Some very valuable ones are hidden from your eyes. Good thing is, you have a camera. Take a picture to improve your memory.

Can you solve the puzzle and get into the core?

Why Godot?

Godot has been my engine of choice for a considerable time now. I was curious how a multiplayer setup would look like with a dedicated server and decided to work on something before the jam started. It was pure coincidance that multiplayer was a choosable topic.

An animation showcasing an movement of a character but the rotation is wrong because of a sign flaw.

An animation showcasing an movement of a character but the rotation is wrong because of a sign flaw.

My fights against client side prediction and the later reconcilation were an evergoing topic. Somehow, I managed to regularly mess up our controls.

An animation showcasing an movement of a character but the rotation is completely off. The level is made of CSG shapes.

An animation showcasing an movement of a character but the rotation is completely off. The level is made of CSG shapes.

Design

The game consists of a core of blocks in the centre that can be interacted with the tools. The tools are assigned each round to each player. Every tool can interact with the blocks in a very specific way. To know what needs to be done, the three players need to find clues in the level and take pictures of them. The clues are coloured and match together to one tool and operation. This operation needs to be performed on the core to finish the turn by each player. The game ends after six turns.

An animation showcasing the core in an early stage.

An animation showcasing the core in an early stage.

Conclusion

The game was playable and enjoyable by us developers as it severely suffers from informations starvation. I think the concept can work but will require a good amount of polishing and a tutorial that actually works in contrast to that (sound required). The human level interactions worked well and the tools and core are nice building blocks to iterate upon.


Quick Facts

  • First Person Multiplayer Puzzle
  • 4th semester
  • 23.04.2021 - 14.05.2021 (three weeks)
  • 183 hours
Platforms
  • Windows
  • Linux
  • Mac
Made by
  • Linavalo Hinyemata
  • Kimberly Thalmeier
  • Julia Vetter
  • Johannes Witt
Supported by
  • Prof. Susanne Brandhorst
  • Prof. Thomas Bremer
  • DE:HIVE
Tasks
  • Programming
  • Game System Design
  • Project Organisation
  • Teaching Git
  • General Problem Solving
Tools
  • Godot
  • Blender

Quick Facts

  • First Person Multiplayer Puzzle
  • 4th semester
  • 23.04.2021 - 14.05.2021 (three weeks)
  • 183 hours
Platforms
  • Windows
  • Linux
  • Mac
Made by
  • Linavalo Hinyemata
  • Kimberly Thalmeier
  • Julia Vetter
  • Johannes Witt
Supported by
  • Prof. Susanne Brandhorst
  • Prof. Thomas Bremer
  • DE:HIVE
Tasks
  • Programming
  • Game System Design
  • Project Organisation
  • Teaching Git
  • General Problem Solving
Tools
  • Godot
  • Blender