Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

INTERACT WITH THE PROJECT HERE:

https://friendlycosmonaut.itch.io/forces?secret=WvRJDqFibCQcxewpIzx0IapmT6E

Theme:
Forces

Context:
Of the restrictions listed, I chose: 

  • only text (technical)
  • no gravity (form)
  • RGB only (form)

I was inspired by texture rendering errors in games which generally display objects in their correct form, but with nonsense textures such as garbled noise or gaudy placeholder/base colours (often an obnoxiously bright colour like fuchsia or yellow). These sorts of bugs can appear during game development, but also sometimes in finished games (if a player finds a model or room they weren't supposed to or if a texture is corrupted/failed to load). While they are surprising, they are not necessarily game-breaking on their own, so can create an extremely strange experience for the player that can range from funny to terrifying to simply immersion breaking. The "no gravity" restriction helped me narrow down the scope of the game's content, and I decided to pursue a game in outer space with an Asteroids-like ship/shooter game.

Method:
Create a game using GameMaker where there is no gravity, all objects are composed of text instead of conventional sprites, and only the colours red, blue, and green are used.

Response:
I set about creating the objects for a traditional spaceship game: a ship, walls, bullets, and enemies (which I made simple enemy canons), and created their basic size/shape, and their movement. I created the player ship's movement to simulate physics with constant velocity and no friction: the ship's direction vector is constantly added to its position while it's moving and no forces (except hitting the wall) act to slow it. The player ship's sprite is simply a ship-like shape composed of the word Ship. I then added the ability for the player to shoot bullets in the direction it is facing, and small propulsion "particles" that would create a "tail" for the ship. I then added the cannons which rotate in random directions and target the player if it comes within their detection radius. 

(It occurred to me later that my knee-jerk reaction to simply set the game in space to account for the "no gravity" rule was a little silly since obviously gravity is still present there; nevertheless, it was a force I did not include in my game.)

About This Work

By Natasha Vranic-Peters
Email Natasha Vranic-Peters
Published On: 09/10/2019