chrisbutcher / qube

A clone of Intelligent Qube

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Qube

This is a clone of the classic Playstation 1 puzzle game Intelligent Qube.

How to play

Try it out in the browser, here.

Or download it for PC, here.

You can see the Controls and Game rules screens within the game, but here is the gist anyways:

image

image

Find any bugs? Want to contribute?

Feel free to open an issue, pull request, or fork this repo. I plan to work on other side projects (and also have a full-time job), so I can't promise to actively maintain this project very much.

Fun details

  • The levels of this game are scraped directly from the fantastically detailed Intelligent Qube FAQ .txt file by Syonyx on GameFAQs.com.
  • I've tried out an event-driven architecture in most game play code involving interaction between world entities, with fairly good success. An example is that the rolling cubes in the world are subscribed via public delegates like MarkerDetonationEvent to react using MarkerDetonationSubscribed.
  • When cubes fall off the edge of the world, they switch on a simple rigid body physics simulation, to achieve the random tumbling effect.

Why did I create a clone of an existing games?

I did this to improve my knowledge of Unity and try out alternate implementations until I found one that is easily changed, and straightforwardly fulfills the original game's rules.

Why did I author this clone several times over, scrapping several nearly completed versions of it each time?

The first two iterations of this game involved a lot of unsatisfactory coupling between world entities. I had too many "God" objects and implementing the game rules became cumbersome, until I hit upon the event-driven approach.

Credits, borrowed open source, royalty free art

About

A clone of Intelligent Qube


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