uxrArcadeMachine
Playable arcade cabinets with eight built-in games, per-game leaderboards and a framework for adding your own.
Cabinets you place in the world. Walk up, press the prompt, and a full-screen game opens. Eight games ship, each with its own high-score table.
The games are client-hosted and single-player. The server owns the scores.
Pages
The eight games
| Id | Title | Shape |
|---|---|---|
Snake | Snake | Grid, grows on food, dies on itself |
PingPong | Ping Pong | Paddle against an opponent that gets faster |
StarBlitz | Star Blitz | Rows of descending attackers, three lives |
BlockStack | Block Stack | Falling shapes, cleared lines, increasing speed |
SweetMatch | Sweet Match | Swap to match three, against a timer |
MineGrid | Mine Grid | Reveal without hitting a mine |
GhostMaze | Ghost Maze | Collect pellets, avoid pursuers, power-ups reverse it |
FlapDash | Flap Dash | One button, gaps to fly through |
Every title is original. No trademarked game name appears anywhere in the product, in the copy or in the code, which is deliberate and worth preserving if you add cabinets.
What it does
| Cabinets | Any number, one game each, bound by an attribute |
| Interaction | A ProximityPrompt added for you at runtime |
| Input | Keyboard, on-screen controls and swipe, unified |
| Mobile | Every game is playable with touch. Not an afterthought |
| Scores | Personal best per game, saved to a profile |
| Leaderboards | One global top table per game |
| Extending | A new game is one module and one settings entry |
What the designer builds
A world folder of cabinet models, each carrying a GameId attribute. That is all. The
prompt, the tag, the full-screen interface, the controls and the game-over screen are
built at runtime.
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