In response to the theme of "Character, Environment and Events" I prototyped a mechanic for a game. This mechanic features the players making choices through game play which would traditional not have a major effect. Now thanks to the passage of time, these choices impacts are a prominent feature. As an example, if the player were to travel through an area without defeating any opponents, then the next time they pass through that area it will be in ruins thanks to the enemies having destroyed it over years. If the player were to defeat each enemy in that area, then the next time it will be built up and prosperous. By exploring how the environment is effected by both time and the choices made by players I argue that choices and interactions that may normally be a minor trivial encounter, can now be made into a fun and interesting dynamic. Similar work has been produced by "Motion Twin", whose work "Dead Cells" explores this theme by allowing the player to explore and navigate areas within the environment depending on the choices they make during game play, such as learning how to climb vines.
In Response to the theme of Tinkering, I made a project that simulates groups and populations of people wearing different coloured shirts, when one bumps into another, they change colour to match. This explores ideas of AI, pathing and population control. I created this using Unreal Engine 4. By continuously iterating on the system used, I found new and emerging Ideas that I would not have thought of if I went into the project with a plan or guidelines. An argument is made that at times tinkering, experimenting and playing with concepts can lead to a better, more well developed or merely more interesting project that may not have existed without this tinkering & experimentation. Similar work has been produced by "Primer" whose work "Simulating Natural Selection" explores this theme by continuously iterating and changing their system to adapt to differing problems and concepts the creator wanted to explore.
https://youtu.be/92lCLWJ75tI
In response to the theme of "Discussions of Place". I made an interactive experience that features the player and non-playable characters running away from a fire through a reasonably complicated to navigate environment. I create this using Unreal Engine 4. By exploring the concept of a changing environment due to weather or elemental causes I explored the differing ways that we may be impacted by said environmental change. By also having a crowd of people being effected by this, it shows the chaos and problems that can arise when each individual works on behalf of their own interest. Similar concepts have been explored by "Firaxis Games" whose work "Civilization VI" by implementing mechanics that cause at first gradual climate change (each player can individually effect the rate of change to their own benefit or not), these climate change mechanics effect the land available to the players to use as a means to win the game.
For this week we were presented with the theme of Object Oriented Ontology.
When I was first presented with this topic I was unsure what exactly I'd do, it certainly took me a bit of time to just get a complete grasp on the concept.
After researching into this topic further and seeking further explanation I came up with a concept for a project that would explore the topic.
My concept:
A short film exploring what objects do whilst not being interacted with by humans. This short film would be comprised of short simple slow zoom shots of these objects.
Objects that would feature within this film:
A tap left dripping over time
A bed that hasn’t been made
A wind chime blowing in the wind
A phone receiving a notification
A Roomba vacuuming
A bag / piece of food sagging / falling over
Clothes drying in the sun with a slight breeze
A newtons cradle
I have created a concept shot of the tap dripping with the sounds of its drops echoing in the empty house. Each of the following shots would all follow the same motion and feel as set by this one. There would be an emphasis not only on the visuals but also on the sounds that the objects create. The objects movement and sounds would create a juxtaposition with the environment and camera work and through this it would give the objects both life and character.