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

Context

Dofus (developed and published by Ankama Games, 2004) is a turn-based strategy 2D mmorpg. There is a place in the game where you are able to shift from present, past and future; each location containing different character entities and different landscape, allowing access to different locations.

A Witch's Trial (developed by Hizi, me!) is a third person adventure game where you play as a young witch going through a magic trial. The last puzzle in a game is a mirror maze filled with teleporters and traps.

Antichamber (developed and published by Demruth, 2013) is a first person puzzle game where several puzzles challenge your sense of locations with space distortion.

Counter Strike 1.6 (developed and published by Valve, 1999) is a multiplayer first person shooter where two teams face each others. There were some special maps called "Destruction Maps", where the players could shape the environment by shooting it, and creating giant mazes. Additionally, there also were "Maze Maps", which were gigantic mazes.

Harry Potter and the Goblet of Fire (Directed by Mike Newell, Warner Bros. Pictures, 2005) is a movie where Harry Potter somehow enrolls through a deadly school tournament (in short). One of those challenges included an ever-changing maze; and some of the scenes included field of view distortions, as well as ensuring that the main character had no sense of location.

Talos Principle (developed and published by Croteam, 2014) is a first person shooter puzzle game where the character attempts to solve puzzles, some of which had maze-like structures. The main inspiration related to this game was the shader effect used on the walls and simplicity of the puzzle.

Method

I want to create a mirror maze in between the player and its objective to portray the forces going against anyone when trying to reach their goals. 

Response

I've created a mirror maze prototype where each wall retract and comes out based on their distance from the player. I've done this to emphasize on how at first glance, there seems to be no obstacles; but as you get closer to your objective, they appear.

Additionally, I've added a field of view distortion effect on the camera, mostly visible towards the end. When the player gets closer to the objective, the FOV increases, making the objective feel further than it actually is. Once the player gets close enough, that effect vanishes.

No body allowed!

About This Work

By Hizi
Email Hizi
Published On: 01/06/2019

academic:

context

mediums:

programmatic

scopes:

component work

tags:

CPS, CPS Week 10, CPS Week 10 2019