Filed in: Ideas.ParallelUniverseGame · Modified on : Sat, 28 Aug 10
Similar to Flatlandy Platformer.
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.
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:
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.