Sunday, 8 June 2008

The Acid Test

Just been doing some blocking for the level I'm constructing for the TAcT demo. It's going to be pretty claustrophobic! It's going to be the alcohol level, in a bar, and an earlier, and easier level than the 'nicotine' level I was orignially thinking of.

Here's a pic of it shaping up:

Basic Level Play

The level is broken down into 2 or three sub-levels, the playing of which occurs in the same space. When Sam enters the level, it is a mental area wiped clean - a wide, expanse bounded by billowy soft walls. Atoms appear and fill the space. Dodging them, Sam must collect and bond them together to clear the space of the dangerous atoms. As molecules are constructed, Sam sees ghostly images of tables, chairs, etc appearing. Sam is creating the scene from the molecules s/he is constructing. Scene atmos sounds increase as the scene builds up. At this point I'm not sure what should happen. Either:

  1. textures are also laid down, making the scene objects solid, one by one, or
  2. when all the atoms are cleared from the scene, the level is fully populated with ghostly objects. A new load of atoms appear. This time as Sam creates molecules, the object become textured and become solid objects that now obstruct Sam.

When atoms are cleared, the scene is 'energised', maybe be people appearing in the scene. The final sub-level objective is given, possibly by Mr Chadwick's narration. Sam has to make 5 molecules of alcohol.

There are some visual rewards as each target molecule is created. When the 5 alcohol molecules are made, the other atoms disappear. and a portal opens for the player to exit the level.

I've been having some thoughts about the possibility of having characters in the level. who maybe 'solidify' and eventually can interact with Sam once one person has drunk enough of the alcohol being created by Sam. This links to an old idea of drunk people seeing into 'other places' - the alcohol acts as a bridge between the world of the imagination, of which TAcT is a part, and the real world.

When Sam interacts with the person s/he finds some info that helps the player to finish the level, or help with the end level.

Design challenges at the moment:

Virtools:

  • how to make the atoms have a constant force, so they are not affected by friction
  • how to constrain the solid and liquid atoms to the floor after they appear
  • how to make an appropriate 3rd person camera
  • change atom speed

Max:

  • textures for ALL objects
  • 'exploded' character

Game Design

  • Use people in game?
  • physicalise scene objects/ make them collision objects/ allow atoms to pass through them?
  • how to create the mechanism of soldifying objects in scene whilst atoms are flying about

more to come.