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ParallelUniverseGame

Filed in: Ideas.ParallelUniverseGame · Modified on : Sat, 28 Aug 10

Prior Art

Similar to Flatlandy Platformer.

The Pitch

The game world is 3D but takes place on a 2D slice of the 3D world. The PC possess the power to move between these slices, remaining the same by displacing parallel versions of himself, while objects morph into their parallel versions. By weaving through the Z-dimension and manipulating objects to influence their counterparts, the player will need to solve puzzles and the like.

Progression

  1. The player begins with no real powers, beside standardish platforminess.
  2. Gains the power of a single "displacement bubble", which he can use to shift through the Z-dimension while keeping himself the same. From the player's perspective, he is shifting the rest of the world +Z; from the rest of the world's perspective, the player is shifting -Z.
  3. Gains the power of a second bubble, the limits of which are defined by an object. Thus, the player must place this external bubble; i.e., he must be able to physically reach it. This second bubble allows the player to shift objects to their non-native Zs, mixing and matching parallels.
  4. Gains the power to project the second bubble.

Tech

Objects would be modelled in a number of layers using polygons. In each layer, each vertex/edge/face would have to be linked to corresponding items in its neighbouring layers. This would enable smooth interpolation between the two shapes. Properties other than shape could be interpolated between Z-layers:

  • Colour
  • Perhaps textures, but how to do this? Alpha-blending? Seems difficult.
  • Animation? Bones should be similar to shape.
  • Music and SFX! By using realtime synthesis, we can leave a few free parameters that are set by hand per Z-layer and interpolated when moving between.

Non-linear shape interpolation might be doable by either assigning a custom function to a connecting edge somehow. Perhaps non-linear interpolation by default?

Modelling objects using existing tools should be possible. For example, using Blender, we model each Z-layer as a (number of?) polygon(s). Related points would be linked between Z-layers using a connecting edge (no face necessary). Then in-game, for a given value of Z, we can find the two closest layers and the relationship of each of their vertices in order to get a point on that edge. Interpolating bones would be difficult, although it should just be a matter of interpolating bone influence. It might even be possible to simply export static geometry at a fixed framerate instead of model+bones+NLAs.

Todo

  • Invent catchy terminology.
    • Professor Zlorgian: "My dear boy, I have discovered a new layer of existence! I call it... DIMENSION Z!" Boy: "I always wondered why we stopped at Y."

Z-Slices

  • In the beginning, Doctor Zlorgian and Boy are in a world where the proper way to speak is like a speech-impeded child, switching Rs and Ls with Ws. Zlorgian says, "As an exampow, thewe exists a Z-swice such that whewe we wouwd say 'doubow-you' they wouwd say 'ahwa'. Wet me show you!" B-zap! And he Z-translates Boy to said Z-slice. And thenceforth, everyone speaks normally.

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