Welcome back everyone to my game design blog and to my latest specialism brief article.
Last time I started shelling out a few ideas for my third brief. And to try to demo them on unity.
The mechanics that I was trying out were to create two shapes, one would be the light trail that changes with time and another one would be the outline that the player has to shape the first one into.
I tried making this with by choosing a random moment in the equation ( remember that the light trails change course and form dynamic shapes only because the time variable changes constantly ) and locking the trails in that a particular moment, creating the outline. Then I created another shape where you could change the variables with different inputs ( as a place holder it was literally a number keyboard input ).
Getting the right combination was a little hard to accomplish expecially if time continued to go on and loop again. So I tried out a version, where you can control time flow at your wish as a main control mechanic ( going back and forwards in time, speeding it up, stopping time or resume it’s flow ).
This version is more fun and win conditions are easier to understand for the program ( just compare the time variable once it is paused ), but it still lacks some “fun” in the gameplay department. The main gameplay loop is just going going back and forward in a nice animation to trial and error until you get the right shape, which ultimately is not the most engaging experience ever, so I was back to the drawing board.
Finally, taking inspiration by some other games that I tried out time ago, I seriously considered the leap to the third dimension.
The game could easily work in 3d since the light trails can easily move on 3d space by just adding another equation to the system and making the shapes way more challenging to guess by trial and error.
Players would now need to work more with intuition than by sheer luck, by understanding how the shape would change from different angles, and positioning both the camera and the time variable the right way.
I loved this concept, with a few touches here and there like locking the camera in a few views than making it rotate in all degrees, this game finally had potential.
The problem is that all that I have already tried out was in Visual C++ and not in Unity, and I am already having problem porting the normal 2D concept in it. Furthermore I have never tried out coding in 3D, so that’s a new boundary for me as well. I am however hopeful, that I will be able to make this see some sort of light of day, or at least to design it in a compelling way and to come back on it later on to code it.
Until next time, see ya everyone!