First a little eye candy:
We've still got a lot of work to do on this thing, but we decided to go ahead and release an alpha demo anyway. Here are a couple of links:
http://teambio.blendenzo.com/Sokoban...lease411.blend (5MB blend)
http://teambio.blendenzo.com/Sokoban...Release411.zip (4MB zip)
To start playing:
- Click "Play" from the menu, then "Select" (even though there is nothing to select...)
- Arrow keys to move
- Click and move mouse to rotate view
- Mouse scroll wheel or + and - keys to zoom in and out (keys give more fluid result)
There is only one map, and I hard-coded it into the .blend for the purposes of this demo (we're still working on bugs with accessing external files on Linux and Mac). The menu is still very far from being finished, and I am aware that there should be more of a transition between clicking "Select" and the game loading. Also, in-game I am aware that the crates move in discreet steps instead of fluid motion. I haven't fixed that yet, but it will be changed for the final game.
Right now we're looking for comments and suggestions on the main Sokoban interface, as well as the updated textures. Personally, I'm wondering what you all think of the control system.
Clean3D and I are working on a 3D Sokoban clone that we plan to release under commercial license.
We're planning to release it with at least 10 themes and 150 maps. Currently, Clean3D is working on the first theme ("Mechanical"), and I am programming the main Sokoban interface. The game will have unlockable features and it will also include the first (to my knowledge) 3D implementation of Hexoban, the hexagonal Sokoban variant.
We're throwing around a few other ideas including an online ranking system. Currently we aren't ready to release a demo .blend.
Here are some screenshots of the mechanical theme:
More news to come soon...