Nod Game - Project Documentation
Technical breakdown of the Head-Tracking Maze Game
Project: Nod Game
Concept
Nod Game is an adaptive skill game designed to test fine motor control using Mouse-to-Head Tracking. By removing traditional WASD inputs, the game forces players to engage with the environment through fluid, intentional movement, simulating a high-stakes bypass of a digital security network.
Technical Features
1. Motion Logic (The “Nod” System)
The player control isn’t 1:1 teleportation. The spark follows a Vector Pursuit algorithm:
- Smoothing: The player calculates the angle to the cursor and moves at a set velocity of
2.5. - Precision: This prevents jittery movement and requires players to “lead” the spark through tight corners.
2. Level Architecture
The game scales difficulty through Axis Variation:
- Tier 1 (Horizontal): Teaches basic left/right timing.
- Tier 2 (Vertical): Tests up/down agility through narrow side-gaps.
- Tier 3 (Composite): A complex layout featuring T-junctions and a “hook” corridor requiring 90-degree precision turns.
3. Systems & HUD
- Dynamic Rendering: The
MazeRendererclears and redraws specific wall arrays based on thecurrentLevelstate. - Collision Matrix: Utilizes AABB logic to detect overlaps with a 5-life “Health” system to allow for learning without immediate failure.
- Minimalist UI: A raw-text green HUD maintains the “terminal” aesthetic while providing real-time telemetry (Time, Level, Integrity).
Project Structure
| Component | Responsibility |
|---|---|
| MazePlayer | Handles vector-based movement and cyan-glow rendering. |
| MazeRenderer | Manages level-specific wall geometry and collision detection. |
| GameLevelNod | The core engine; manages the 60fps loop and level transitions. |
| GameHUD | DOM-based status overlay with interactive session controls. |
Developed as an exploration of non-traditional input mechanics.
Made by Aadi Bhat