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

INTERACT WITH THE PROJECT HERE:

https://friendlycosmonaut.itch.io/time?secret=13OfCmv6HjxzuTDagDTOGV4mO8c

Theme:
Time.

Context:
- Dragon Age Inquisition time warp circles. If the player (or enemies) goes inside these circles, their actions will speed up or slow down. The player can adapt to use these strategically during battle.
- Limbo (2012) ending breakthrough scene. The only time in the game where time is distorted: via gravity distortion, the player is pulled through a "glass" wall; it shatters, and time slows. Consequently, the scene feels more climactic and unique; the moment of breaking through this barrier feels significant and gives the player time to reflect on their previous actions. 

Method:
Create a prototype in GameMaker where there can be two distinct time environments, and investigate what effect varying the relative times can effect gameplay or game feel.

Response:
I first created two separate variables which would be used for the separate time environments. Then I created a controller object and set up several variables to create a rectangle on screen. This rectangle represented the boundary between the inside/outside time environments. Then I created a base shape object (a circle to begin with) that would move in a random direction at a speed that was influenced by which environment it was in. Then, I added the ability for the user to alter the "time" variables of the inside and outside environment (the inside could be slower/faster than the outside and vice versa, to different degrees). Then I introduced several more shapes and colours to the base object for variability. Finally, I realised that the individual objects were a bit difficult to track visually, due to the number of objects and variability in their colours. I thought to add a "trail" to the objects to make them easier to track. Thus I removed the background from the application surface and drew a black box at a low alpha each frame (meaning the surface was not IMMEDIATELY cleared, but would appear to be smeared over time). Finally, I removed the drawn rectangle from the screen so that the "edges" of the time environments could only be discovered through interactions with the system and tracking the shape objects. 

About This Work

By Natasha Vranic-Peters
Email Natasha Vranic-Peters
Published On: 25/09/2019