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# Untitled Maze Game - ID30011 Midterm Project Proposal
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- **Name:** Bumgyu Suh
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- **Student ID:** 20240905
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- **Repository URL:** https://git.prototyping.id/20240905/homework5
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## Table of Contents
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1. [Game Description and Mechanics](#game-description-and-mechanics)
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- [Objective](#objective)
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- [Core Mechanics](#core-mechanics)
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- [Win / Lose Conditions](#win--lose-conditions)
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- [Player Controls](#player-controls)
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2. [Visual Design and Implementation](#visual-design-and-implementation)
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- [Visual Style](#visual-style)
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- [Game Elements](#game-elements)
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- [Implementation](#implementation)
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3. [Challenges and Features](#challenges-and-features)
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- [Expected Challenges](#expected-challenges)
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- [Features and Concepts Used](#features-and-concepts-used)
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# Game Description and Mechanics
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**Untitled Maze Game** is planned to be a **3D first-person maze game** made using [Babylon.js](https://www.babylonjs.com/), where the player is attempting to escape from a dungeon. The game is structured in levels. In each level, a **procedurally generated maze** is created, and the player must find the key to the exit in one of the chests in the level, and the exit to advance to the next level. The twist is, if the player opens a chest that the player has already opened before, the player dies and the game is over. The score is determined by how many levels the player wins, and how fast. The ultimate goal is to get the highest highscore.
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## Objective
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- Search through the chests of the level to find the exit key.
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- Avoid opening chests that has already been opened before.
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- Escape the maze by finding the exit with the exit key.
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- Progress through as many levels as possible, as quickly as possible.
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## Core Mechanics
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- Each level generates a new maze with increasing size or complexity.
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- The main challenge is **memory-based navigation** and **speed**:
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- If the player opens a **chest that has already been opened before**, the player dies.
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- This forces the player to remember previous paths and avoid repeating mistakes.
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- The player also has an incentive to make decisions quick to complete the level in the shortest amount of time.
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## Win / Lose Conditions
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- **Win (per level):** Reach the exit of the maze with the key.
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- **Lose:** Re-open a previously opened chest.
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## Player Controls
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- `W/A/S/D` keys for movement
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- Mouse movement to control camera direction
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- Left click with mouse while facing a chest to "open" chest
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1. When correct chest with key: gives key right away
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2. When chest without key: shows that it is the wrong chest
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3. When chest that has already been opened: game over
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- Automatic progression to next level when the "exit area" is reached
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---
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# Visual Design and Implementation
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## Visual Style
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The game will have a simple 3D dungeon-like appearance, with each wall being as large as the walkable space, similar to a maze built in Minecraft:
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- Dark environment (dungeon setting)
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- Walls forming a maze
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- Minimal lighting to create atmosphere
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- The player is represented through a **first-person camera** (no visible body)
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## Game Elements
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| Element | Description | Implementation |
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|----------------|------------------------------------------|----------------|
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| Player | First-Person View (cannot see oneself) | Camera object |
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| Maze | Procedurally generated dungeon layout | 2D array → 3D meshes |
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| Walls | Maze boundaries | Box meshes |
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| Floor | Ground surface | Plane mesh |
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| Exit | Goal area (highlighted ground) | Plane mesh highlighted in yellow |
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| Chests | Special tracked cells | Box mesh |
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| UI | Score (round count), instructions | Text overlay |
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---
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## Implementation
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### Maze Representation
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The maze will be stored as a 2D array that stores ID corresponding to this:
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- 0 = empty path
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- 1 = wall
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- 2 = not-yet opened chest without key
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- 3 = already opened before chest
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- 4 = chest with key
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- 5 = starting point
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- 6 = exit
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This grid will be converted into 3D.
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---
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### Procedural Generation
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Each level:
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1. Generate a new maze with walls and empty paths (0s and 1s in the array)
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2. Identify dead-end cells, put chests in them
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3. Make one of the chests the chest with the key
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4. Make another "chest" (dead-end) the exit
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5. Randomly place player in empty path position
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These steps will be implemented as a sequence of functions using **functional programming**.
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---
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### Maze Array Logic
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States that need to be stored are stored in the level array (whether chest has been opened, whether the chest is the chest with the key).
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- The game will store opened chests by turning the value in the array to 3.
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- When the player opens a chest marked with 3, the game over screen shows.
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- When the player reaches an "exit" space WITHOUT the key, the player is told to find the key first.
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- When the player reaches an "exit" space WITH the key, the player proceeds to the next level.
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---
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# Challenges and Features
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## Expected Challenges
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### 1. Procedural Maze Generation
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Generating a valid and solvable maze for every level while keeping it balanced in difficulty.
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### 2. Difficulty Scaling
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Designing how the maze size increases over levels without making the game frustrating or too easy. Making the highscore meaningful to incentivize fast gameplay, which turns a boring memorization-based game into something more competitive in order to be fun.
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### 3. Player Navigation Experience
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Ensuring that the maze is readable enough for satisfying gameplay without visual confusion.
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### 4. Learning to use the Babylon.js
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Learning a completely new thing I have never used before effectively.
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---
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## Features and Concepts Used
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The implementation will use the following concepts learned in class:
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- **JavaScript arrays** (maze array, chests' state)
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- **Functional programming** (steps involved in maze generation)
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- **Event handling** (keyboard and mouse input)
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- **Using javascript libraries** (using [Babylon.js](https://www.babylonjs.com/))
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- **Working with real-time** (stopwatch system for high score)
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PROPOSAL_20256426.md
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PROPOSAL_20256426.md
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# My Proposal
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- Name: Tomas Horsky
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- Student ID: 20256426
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- Email: tomashorsky@kaist.ac.kr
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- URL to forked repository: https://git.prototyping.id/20256426/homework5
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## Table of Contents
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- [My Proposal](#my-proposal)
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- [Table of Contents](#table-of-contents)
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- [The Game](#the-game)
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- [Optional Features](#optional-features)
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- [Implementation and Challenges](#implementation-and-challenges)
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## The Game
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I want to create an endless vertical platform jumping game, similar to [Doodle Jump](https://doodlejump-2.io/). The goal of the game will be to jump on small platforms and get as high as possible without falling down.
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The game will be controlled only by moving left and right, jumping will be handled automatically by the game periodically. The "map" of the game will be endless, and will be generated on the go, so every game will have unique platform arrangements. The higher the player goes, the more special platforms will appear, and the game will get harder. After the player dies, the score (height) will be saved to a leaderboard and will also be displayed during future games as a reference line.
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The types of platforms will be:
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1. **Basic platform**
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2. **Moving platform**
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3. **Spring platform** (the player's next jump will be 3× higher)
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4. **One-time platform** (disappears after one jump)
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5. **Combined platforms** (moving spring platform, one-time moving platform, etc.)
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## Optional Features
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After implementing the base game, I may add some of the following features:
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- **Power-ups** – such as a jetpack (which boosts height) or an extra life
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- **Monsters and shooting** – monsters will spawn on platforms, and players will be able to shoot them by pressing the *up arrow*, monsters will kill the player by touching them
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- **Cosmetics** – players will be able to customize their character
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- **Multiplayer** – an option for two players on one PC competing against each other
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- **Camera control** – an option to control the game using a camera, which will track the player's hand movement to move left or right
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## Implementation and Challenges
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I want to learn [Svelte](https://svelte.dev/), so I will develop the game using it. From other features taught in class, I am planning to use the [p5.js](https://p5js.org/) library for rendering the game, event handling to get the player's input and definitely some higher-order functions.
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I think the main challenge will be managing player movement and the upward movement of the game world so that everything feels smooth and responsive. Another challenge will be generating platforms in a way that makes the game progressively harder without becoming impossible.
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