Carrying on...
So I haven't posted in a quite a few days. I still have a few posts I need to pop on to here about some of the games I have looked into but I will wait a little bit for those. Now though I just want to write about some of the ideas I have had about this subject of using the environment to lead game-play.
So I have been looking into more of the different ways that this kind of "mechanic" can be used. I had a few ideas about using the players camera as a way of interacting with the environment and maybe even using it to trigger movements within it or even creating new parts of it. I starting looking into ways this could be used but a lot of it seems too technical or may need the help of a programmer.
For now though I want to stay away from that, and have come up with a few ideas of how to do somethings which seemed complicated at first but could just be done using basic kismet knowledge - which thankfully I have ;). I have a test which will be ran through tomorrow hopefully. I want to see if it can be understood without prompts or hints. Hopefully this puzzle will make sense. I hope it can as it is mainly to see if the environment can be the main element to the game and if it can give the hints to the player on its own.
One of the other test I will hopefully have ready by the end of tomorrow is one about camera views and moving the environment. I think this one is the one I'm most excited about as it will be a bit creepy and strange for the player. I hope anyway. The basic idea for this one is that the environment is movable to create new paths and/or complete a puzzle. I know this sounds standard to most games but not in the way I have in mind as the environment will only move according to the camera view not interaction.
I know its a bit hard to example without seeing it.
The third is again about camera view and positioning. I want to find out if a similar puzzle to that of one in The Room will work in a different camera view to a fixed 360° rotation. I want to give the player more control over the positioning of it. I'm also interested again with this one if it is easily interpreted with hints other than a code "discretely" placed somewhere. Again this might be a bit easier to understand when you see the test.
Some explanations tomorrow I promise.
:D
So I have been looking into more of the different ways that this kind of "mechanic" can be used. I had a few ideas about using the players camera as a way of interacting with the environment and maybe even using it to trigger movements within it or even creating new parts of it. I starting looking into ways this could be used but a lot of it seems too technical or may need the help of a programmer.
For now though I want to stay away from that, and have come up with a few ideas of how to do somethings which seemed complicated at first but could just be done using basic kismet knowledge - which thankfully I have ;). I have a test which will be ran through tomorrow hopefully. I want to see if it can be understood without prompts or hints. Hopefully this puzzle will make sense. I hope it can as it is mainly to see if the environment can be the main element to the game and if it can give the hints to the player on its own.
One of the other test I will hopefully have ready by the end of tomorrow is one about camera views and moving the environment. I think this one is the one I'm most excited about as it will be a bit creepy and strange for the player. I hope anyway. The basic idea for this one is that the environment is movable to create new paths and/or complete a puzzle. I know this sounds standard to most games but not in the way I have in mind as the environment will only move according to the camera view not interaction.
I know its a bit hard to example without seeing it.
The third is again about camera view and positioning. I want to find out if a similar puzzle to that of one in The Room will work in a different camera view to a fixed 360° rotation. I want to give the player more control over the positioning of it. I'm also interested again with this one if it is easily interpreted with hints other than a code "discretely" placed somewhere. Again this might be a bit easier to understand when you see the test.
Some explanations tomorrow I promise.
:D