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Game that redefines reality

by Johan Carlsson · in Game Design and Creative Issues · 10/24/2005 (3:53 am) · 14 replies

Hi all,
(I'm brainstorming on a game I would like to make, and I need feedback/input)

I've got an idea to make a remake 3D-version of an old swedish textbased adventure game (called Stugan) which have a certan amount of cult status here in sweden.

It's a humor game that plays around with logic and "reality", redifining it.
One of the concepts is that going through portals (like in "go north") may result in a very unlogical result.

I am thinking about ways to recreate this, for instance making a building there going through different doors would, unnoticable to the player, teleport the player to another part of the building. But it should be in a transparent fasion to achieve larges possible confusion.

One possible way to do this is having parallell versions of the map in different locations and swiching the uses location/viewport between them.
I don't know if it's feasible or how hard it would be to achieve the right illusion.

Ideas, comment and possible solutions (even if remotely connected to what I've described above) are welcome.

#1
10/24/2005 (4:06 am)
I am not sure if I understand correctly what you want to do, but you could achive effect with one building and triger/teleport player from one point to another or even random teleportation.

You can have hundreds of teleport/triggers, however I didn't play that game you mention it so maybe I didn't understand this the way you wanted :)

P.S. Sorry for my english :)
#2
10/24/2005 (4:19 am)
Trying to make anything with graphics as confusing as stugan is probably quite impossible. That's one DAMN confusing game, nothing at all made sense =).
#3
10/24/2005 (5:01 am)
Maybe it would be easier to make it seem more continuous with 2d graphics. Some games like ff8 for example, have cave puzzles, where you have to wander through countless corridors that all seem the same, and it's quite confusing..

.. but what you are saying is completely different and quite cool.. you could have the screen flip around and stuff.. so you go through a door, and you are teleported onto the roof of the next room and can walk around on the ceiling.

You could also play with the size, of the player, so sometimes they get shrunk down really small and can walk around small, and go inside things they wouldn't normally be able to......

Say you got shrunk, and walked into a dolls house. Found something, came out, and for some reason you are in hell.. the devil wants something, so you go back into the dolls house. When you exit the house again, you appear in the room again, you grow to be normal size again, which forces you to go do something, but when you try you are teleported onto the ceiling, where a trapdoor leads you into an underground cellar.. You find some item, like a Childs toy doll.. At which point you are shrunk down to it's size again.. You talk to it, and go back to the dolls house, when you exit the dolls house, you are back in hell and the doll is with you.. the devil begins eating the dolls head, and it's melting everywhere.. so you go do something, like fly on a hot air current from the lava.. chase scene ensues.. you are heading towards some white light.. when suddenly you pass through the white light, and it turns out that you were just inside a kettle that was boiling and you are back in the house......... omg... this rant of spontaneity is hurting my head.. I have NO idea where it's going!..

.. making an adventure game would be cool. Was gonna try to a while ago, but that project died.
#4
10/24/2005 (5:49 am)
What on earth did you eat for lunch skye?
Scary thing is i quite like the idea, never played Stugan though.

There was an old spectrum game called deactivators (i think) where you controlled a team of robots who had to deactivate bombs in a building where gravity was different between rooms (i think the game took place in a research building which somehow messed with gravity). You might be walking around normally in one room, step through a door, then fall to the opposite side of the room. Might be worth a look.
#5
10/24/2005 (5:57 am)
Skye: I love your mine Skye :-)

Shrinking is a great idea, but I'm not sure it can be applied in this particular project, but still cool :-)

Magnus: You may be right, it might be too difficult. I still want to explore the possiblity. I know one of the orignial programmers so I'm trying to get them to lend me the source code (basic I think it's written in) to be able to get the story line (without getting my head blown of *lol*).

Denis: The thing I'm a bit worried about is getting the illussion of not being teleported when teleported :-)
I guess I just have to make a prood of concept demo?
#6
10/24/2005 (6:05 am)
If I get the description right, Johan is talking about non-euclidian geometry. For instance in a room with two doors, as you walk through one door you end up entering the same room though the other door. This is not difficult with the teleporting idea, however the effect I think Johan is after is that while looking though the door you see the area to which you would teleported.

I'm still new to Torque so I'm wondering if you could create a some sort viewport and trigger combination to achieve this?
#7
10/24/2005 (6:16 am)
I have no idea how to do this in torque, but I'm sure it's doable (probably needs a decent amount of picking and hacking at the engine though...). For some inspiration take a look at the e3 prey video, it features some pretty nifty portals and gravity changes.

As long as the game have pirates and rotten tomatoes (to keep up the spirit of stugan =) I'm there!
#8
10/24/2005 (8:38 am)
"I am thinking about ways to recreate this, for instance making a building there going through different doors would, unnoticable to the player, teleport the player to another part of the building. But it should be in a transparent fasion to achieve larges possible confusion"

The effect you are describing is called Portals, which is being used to a certain extent in Prey. The most interesting use of Portals that I have seen, though, is Narbacular Drop, an indie student game a few of my friends made that can be downloaded at www.nuclearmonkeysoftware.com. It is currently being remade with funding on the Source engine, but the concept is a four-dimensional puzzle/platformer. The coolest thing about this is that it's not just certain doors: any wall, floor or ceiling can be turned into a portal, and the portals seamlessly travel between each other.

Good stuff. :)
#9
10/24/2005 (9:22 am)
John Coyne: differential gravity sounds like fun and quite easy to implement, other local movements modifications should be possible to use as well. Thanks.

Jody Dawkins: Quite right, I want to either be able to look though the triggers/viewport.

Joe Bourrie: Portals, right. I'm guessing this is done by "mis-using" the BSP Tree right. It's dead on! Gone check Prey and nuclearmonkey out.

Thanks guys.

Magnus: Ey! :-)
#10
10/24/2005 (11:00 am)
Games as old as Descent and the original Unreal (not tournament) showed effects like this. If I remember correctly, it was a clever use of portals. They had some way of linking two portals to each other without those portals being back-to-back. So you could look into a sort of door and see a room, but if you go around behind the door, there's nothing there. It's a pretty cool trick. I'd look up some old (1995-ish) articles on Descent and portals.
#11
10/24/2005 (12:07 pm)
Joe Bourrie: Narbacular Drop was exactly what I want, it feels quite ok going through a portal, at least when going in the same gravity origentation. My solusion would be a bit easier because the portals can be static (in ND they are dynamic).

Nice to see how they handle mirror-recursion, by turning of the portal the second time it's being travesed.
#12
10/25/2005 (10:08 am)
I discovered that the scene graph can use "transform portals" that when encountered generates a new SceneState for that portal.
What ever that means, but I think I get the idea.

As mirrors use this feature I should start by looking into how they work.

Thanks all for pointing me in the right direction.
#13
10/28/2005 (5:10 am)
Good luck with your efforts. I *really* loved Stugan when I played it way back on my father's old 8086 (with the memory upgraded to about 640kB)! It would be awesofe if you managed to pull this one off - I can't wait to try the demo! :)

Cheers,
Johan
#14
10/28/2005 (6:38 am)
Sounds a lot like the upcomming PC and 360 game 'Prey' which uses portals, gravity paths and such to great effect.