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# initial | |
want to do something vr, webxr as that's what i'm into at mo | |
with code jam game is first thing that comes to mind | |
simplest option is something physics - great, simple, fun games - and something | |
like catching a ball already involves planning and anticipation of future | |
i also like this because i've been trying to see how to use more test automation in 3d | |
and i haven't done anything with a significant time component, testing motions or | |
chains of interactions over time, which would be interesting to me. | |
would also be nice if leverage webxr to give a browser experience not just for headset | |
so more people can have a go | |
taking the simplest idea further into future, perhaps something like multiple ppl or agents | |
throwing and catching towards an objective, like making runs, receiving and throwing on, | |
to a next person that has made a run - starting to sound a lot like basketball or rollerball :) | |
## stretching ideas - time manipulation | |
are there more interesting ideas about time manipulation (e.g. bullet time) that we | |
can think around? some starters... | |
* time going backwards | |
[tbc] | |
* having an outcome and going back in time in sections to make it happen? | |
[tbc] | |
* the same, but going back as short a time as possible to prevent outcome? | |
[tbc] | |
* a little research about what time manipulation features games have already had, to spark ideas | |
- wow Braid did lots of stuff, never played it tho :/ | |
[tbc] | |
* something about extending anticipation starting with catching - as simplest case that | |
everyone intuitively understands - to further and further anticipation in time | |
[tbc] | |
* enemies being great at prediciting future so that you have to be pretty random or use their anticipation against them? | |
oh dear, maybe that's just pacman :/ | |
* enemies have time manipulation capability | |
they turn back time so you have to use different strategies against them - gives a natural mechanism for repeating | |
a level but it getting harder? | |
* adventure mechanism: send information back into past | |
getting further in game is about acquiring information, that can then be sent back (by restarting the game with your | |
new information). requires generation of the world and game so that information is not re-used by just dying and | |
restarting... this would work nicely with dystopian... | |
sort of had this once in an adventure game called "corruption" where there was a specific sequence of events that you | |
really need to work out to make things happen - observe people doing things at certain times... | |
so, simplest cut of this would just be non-generating and allowing multiple plays - sounds more feasible for jam... | |
## pivot ideas | |
* climate simulation - don't attempt real world simulation, but setup simplified "worlds" with known mechanisms | |
and see e.g. how finely balanced they tend to be - tipping points, points of no return - maybe as a game, where | |
you have to take actions to try and keep things balanced? | |
* future dystopian authoritarian society game - been wanting to make this for a while, not sure if too big scope | |
for this jam - basically like an old prison break or POW camp break game with stealth and making sure ppl aren't | |
watching but there is an extra level that it's not just guards and police but informers so it's hard to know who | |
to trust as you try and get in contact with and work missions for the underground... i think this would work well | |
immersive in VR the gameplay would probably take a while to work out, but maybe for code jam could get an example | |
mission in a narrow context such as a building, which is a bit more like its camp-escape inspiration... | |
* flying cars and hoverboards - what would actually happen if these become commonplace. might actually be complete | |
chaos. thinking probably cityscape with buildings with some height to give some extra constraints for interest. | |
throw in a few accidents and mechanical failures and crazies. | |
either (i) just simulate some of the chaos; or (ii) (too much for this jam probably) doing traffic managemnt, put | |
in lanes / corridors to try and keep some sort of sanity. | |
# making a decision :/ | |
## catching something | |
i really like the idea - fun game etc. work really well in VR but much harder to be natural/fun in normal browser... | |
so basically rules this out unless i can make work for browser: would have to do something like make an assumption about the plane | |
you're going to catch in, so can translate 2d position to it... maybe then VR mode can use same restriction (robot hand catching? | |
tracks to mouse/controller position and grabs when you click/grab). | |
one sub-idea is to have a mini replay of the catch so you can tell how you've missed or how to catch | |
cleaner, which is a frustration for me in timing / aiming games (and real life). | |
potential steps: | |
1 - prototype in browser, click in plane to catch - is it fun? | |
2 - VR headset version, 2d plane - still fun? | |
3 - after catch, throw to next (again throwing is future - maybe throwing is where this should start? seems simpler... maybe ) | |
reworked steps: | |
1 - prototype in browser, click in plane to throw - must be moving target - is it fun? | |
2 - VR headset version, 2d plane throwing at target - still fun? | |
3 - add in catching (target was being thrown to) | |
4 - rethrow to next target (either another agent or a final target....) | |
5 - extend into future... maybe by following a plan (sequence, maybe timing, of who throws to who?)? | |
...hmmm preset motion passing ball to target... sounding like dystopian future roller ball game - futureballz? fyootchaball? | |
ok footchaball i'm liking it, removing natural throw mechanic for some sort of ball-gun / scoop catcher | |
kind of metallic cylindrical arm with recoil animation on throw... | |
problem is... i'm not feeling this whole thing...keep getting drawn back to dystopia... | |
# dystopia "futile" | |
## ideas / | |
- yourself - 3d immersive | |
- dark, sombre | |
- threat, tension | |
1 cameras - keeping people isolated, maybe don't see other people, just hear them | |
2 others - explicit threats, police etc. | |
3 others - some help but could be informers / undercover | |
- goal: make contact, join resistance, escape, revolt | |
- other progress: acquire useful items (short term useful) or information (the most useful - mainly when to be where) | |
- initially closed - simpler - closed in feeling - maybe escape to open air later | |
so initially this is going to be dark and isolated, sound is going to add a lot i think - maybe you can hear others, ppl | |
say sound can add a lot to immersion so good to try that - maybe get a lot of helpful cues from sounds. also racks up | |
tension. | |
## environment | |
so basically everyone housed internally in buildings. everyone kept isolated as means least chance of collaboration and | |
resistance. | |
so you must have a living quarters... maybe opening shot is a beautiful future world but it's a virtual window in your | |
small dark abode. maybe they wouldn't do that as it would give people too much hope. | |
everything is very controlled and you have certain times allotted for certain tasks - perhaps you get a | |
certain amount of time in certain corridors, otherwise they will go into warnings and eventually shutdown. | |
so you might go to a room where you can get food supplies. | |
you might go to a room which is basically a shuttle to another complex. | |
scope for getting out of this might be a fault that can be exploited. | |
perhaps you work as maintenance so you have more scope - access, being outside room, tools - to cause trouble. and maybe | |
the authorities know this so they keep close tabs on you. | |
# gameplay [optional in braces] | |
real time and space - but ability to fast-forward time through tasks | |
[pick character - male, female, other, ai...] | |
start out typical day | |
wake in cubicle | |
[ announcement of shower time commencing | |
fog from water keeps things decent | |
spend too long in shower get some warnings | |
dress task (no mirrors, keep immersion, leave for reveal later) ] | |
"ready yourself for supplies acquisition, 0355" flash area on floor | |
door opens | |
enter corridor, arrows on floor | |
continues like this | |
doors on sections of corridor open ahead and close behind | |
messages - walls, audio | |
"accidents occur when citizens interact" | |
"disease spreads when citizens interact" | |
"keep safe, follow the rules" | |
"interaction brings dissatisfaction" | |
"synth sausages are healthy and delicious" | |
"there is no Javid" | |
"outside the corridors are more corridors" | |
"there is no room better than your room" | |
"there are [no] people with lower status than us" | |
"the corridors are for the lowest" | |
"the outside scares me" | |
"the outside would scare me" | |
"help me" | |
overheard - whispers - hmm, this requires that some people do interact - maybe you are isolated because you're high risk as the handyman | |
"[i hear] there's a handyman that walks around and fixes things" | |
"[i hear] there's a handyman that gets to go outside" | |
"the handyman works alone because he can't be trusted" | |
"did you hear footsteps?" | |
"did you hear somebody typing?" | |
"by Javid, i think i heard someone" | |
"i heard 0238 caused a weight violation when they could not hold down their synth sausage" | |
(footsteps) | |
(clanking) | |
(gurgling) | |
(typing) | |
maybe your jobs food delivery, handyperson, programmer (the game's own code :)) - | |
perhaps you're a technical so you get to fix robots when | |
go wrong, fill in with their jobs while they're broken. | |
perhaps citizens do get to go out to pick up their food etc. as this | |
is a way of them getting exercise and not going so crazy | |
### gameplay snippet ideas | |
* rust patch on wall, maybe break through - lights flickering, maybe lights flicker on cctv - maybe cut/disconnect cctv? | |
* light on cctv means working | |
* toolbelt for jobs is in different room (for starters toolbelt just has screwdriver) | |
- need to hand back in after jobs | |
- gets checked by weight | |
- eat food | |
- eat tool and gag back up | |
- replace tool with something else | |
* hide behind panel so beyond transit bubble | |
- need to fool system that carried on to next section? | |
- maybe trolley? maybe works on final section? | |
* timing | |
- something happens at certain time where you need to exit corridor urgently - what is it? | |
- maybe get asked to move into room to vacate corridor, can hack into cctv wires to see what it is? | |
- future == anticipation... maybe working out daily routine is part of this... | |
* something with magnet, will get picked up by whatever is moving through corridor - maybe can fashion something | |
from a cctv - replace cctv with dummy? and so we can see over cctv beyond our realm | |
* so there's maybe some sections or panels that don't have weight sensing, so that's where you can leave something | |
to get picked up? | |
* managing weight might be a key mechanism | |
- kind of reasonable that this is a security mechanism - e.g. has evolved that way in self-checkout shopping | |
- maybe the system allows you to drop some weight when you go to loo? | |
- or gain some weight when you go to pick up supplies | |
- so it's about substituting | |
* water pipes in walls - if can tap in can access substitute weight | |
* listen at door can get timings | |
* allow fast-forward time til hear something?.... or maybe the lights flicker when the corridors open/close... which happens | |
around the time something interesting happens | |
### technical | |
- corridor | |
- locomotion - keyboard | |
- locomotion - controller | |
- lights | |
- corridors - static | |
- cctv | |
- whispers | |
- messages | |
- warnings (logic) | |
- corridor doors | |
- your room | |
- food room and pickup | |
- eat | |
- job room and tools pickup | |
- world generation ? | |
- jobs ? | |
- | |
[further levels] | |
next level - some people interacting, larger spaces | |
next level - more people interacting, some open spaces |
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