Had a lovely chat with Greg on the boat the other day, very inspiring and makes me want to really get on and make something.
I made an application to http://www.kulturradet.no/ for support to complete The Great Work, the trilogy I started 30 years ago. And as a bonus, some money to have Strawberry Wasp converted to a more modern format than, “fragile hand manipulated, with holes punching in it and inserted bits of film and hair”. like… i dunno 4k quicktime or something?
3 years in the making, this game is a big sprawling mess. It may even be broken.
My concept for Truth (aka “The road up to Hell“) was originally to make a multiplayer game, where the 4 individual players played different roles, had very little to do apart from some repetitive and boring quest, and that after a while they would decide to break the rules and go off on their own. Other quests would emerge if they met up, and the final ending would only happen if all four had met.
The game area and graphics are now finished, however, became very slow as I learned how to optimize, multiplayer became a problem, and now I wonder if the whole game can be re-thought out if you play character one at a time, in a single player game, then discovering Adventure Creator as a tool for the game design, which however seems to rule out multiplayer… completely.. or maybe not…
I won’t do “spoilers” here, just in case I get it working again, but, after upgrading to Unity 5 (big no no) it will not open, and I seem to have killed it completely… I know some things to try, but simply don’t hav…
no wait… its working again… hmm…
You arrive as a character in the rainy, snowy evening to a Norwegian Valley. You may choose between 4 characters. A Priest, a Nurse, an American businessman or a Scientist. Depending on who you choose you start in a different place. (Multi player version, each player chooses a player and they are all played at once) If you die you character lies on the ground, and you may choose another, when you arrive at the previous characters body, you may loot and get back what you achieved in your previous incarnation. (multiplayer version if you die you are “out” and other can collect your findings) The valley has a secret, that you must discover, and then game over! HURRAH! You have to play all 4 characters to find the secret, so yes, 3 characters MUST die!
What will happen on a lonely island where 2 players arrive firstly without knowing the other exists? and upon meeting, how do they communicate? We give them the ability to fight, or build a friendship. A few things to do, like explore, some small but ultimately non-lethal dangers to experience, and avoid, will these bring them together?
To make a small explorable area, add a simple developing story, using simple techniques, to engage the user and encourage the user to re-visit the experience many times, at the same time dissuading them from very extended periods of play.
Very loosely based on the biblical story of Adam and Eve, two players are at a beautiful tropical island. It is late afternoon, when the game starts, that is, when the first person arrives. Fairly shortly it becomes twilight and finally night.
The first player can choose which character (Adam or Eve) they wish to be, the second player to join the game will automatically be assigned the opposite character.
“Eve” arrives walking out of the water on the beach, as night falls, there can be seen a row of fire torches leading away from the beach, into the jungle. After a shot while she comes across a small but cosy hut, decorated with flowers, with chickens running feely about. There is a small vegetable patch and some wheat growing in a clearing.
“Adam” arrives walking out of the water of a small lake, that is surrounded on all sides by steep cliffs, over hanging vines and a picturesque water fall. Under one rocky outcrop is a small ramshackle but charming abode, with straw roof and adobe, mud walls, A pig wanders aimlessly within a small pen to one side, fish are drying on a rack. Inside is dimly lit with candles and is partly dug back into the walls of there rock, or is it formed over the mouth of a small cave?
These are your homes. We do hope you like them.
Elsewhere on the island are roaming animals, rabbits, spiders, some goats, and a pair of wolves. These will attack if you get too close, but are harmless otherwise.
Aunty is a computer game that was started many years ago. It is a collaboration between myself and Mr James Dolan who resides on the British Isles.
Experiment: To make a really lovely place, where actually lying down is the only thing that has an effect.
Fully AI wildlife and day night weather cycles
A small enclosed valley… there is no escape. on the one side a small lake with a waterfall, on the other a spooky cave that opens out to an underground cavern with stalactites. The valley has flowers and plants all over and is very lovely… Birds fly over head, small animals can be seen in the distance. IF you sit completely still, and only move your head very slowly, the animals will approach, any movement and they run off…
The experiment: claustrophobia, what feeling can only audio give?
You are in a small and constricted room, almost like a wooden crate. at head height there is a small “slit” window that is on all sides. after a while voices are heard… and faces appear (just the eyes) at the slits. They all talk at the same time. Some people are talking
The Experiment: The feeling of falling?
You are in a room, there is a hatch in the floor, the window only shows a few clouds, or fog. There is a button that opens the hatch. If you jump through. you fall… through clouds, past birds, past a plane, past skyscrapers, into a huge hole (maybe volcano?) into caves, through the earth into the magma, fiery centre, up through the same, out onto Chinese scene high into the air and in through a hatch on a small floating “island” repeat.. if you want…
Maybe NOT use genuine gravity, use paths, and fakes speeds…(rollercoaster effects?)
The experiment: working with interaction methods, non touch gui, changing things the user is not looking at, red herrings, can the user perceive a point. External point, environmental, electricity use, continued use of, despite instructions not to, final message of doom delivered by child…
We are in a locked room, we can see out, we pass the time aimlessly. We are given a rule. We break the rule. Due to boredom, we break the rule again. We finally understand why we should NOT break the rule, we break it again anyway.
You find yourself in a room with a red button and a door and a window and an electric guitar and a table with phone on it. If you press the button you are told not to, if you try the door you are told it is locked. The phone is dead… You can interact with the guitar. play it? Throw it? Overtime the button is pressed the view outside the window changes slightly, from lovely and idyllic through bleak and empty to empty. All the time there s a girl playing far away on a hill by a tree… you don’t notice her at first, finally, she walks towards the window and tells you off—- the end.
So I finally uploaded this to the app store (only test flight right now)but YAY!
…within minutes James reported he had walked through the wall and gone to visit the girls on the hill. TYPICAL… rather than fix that bug Ill leave it as a feature, but WOE BETIDE someone finds it again! I am introducing a new element that will do away with any namby pamby moaning about bugs…
Introduction to VR rooms
I have always been interested in VR, ever since I first read about it in the 80´s. I read a lot of Cyberpunk books, and rushed to the local fair-ground when they got a (very bad) VR flying game installed.
Almost 30 years later, the technology has finally reached a point where we can realise some of the dreams we had back then. And oh what dreams we had, but what of now? Architectural walk-thru´s? Desperate attempts to VR-ify the latest shoot em ups…?