Presentation
1/29/2014 14:00 - 14:20
- Concept : First person horror escape adventure in non euclidean space (maze)
- Purpose : Escape the maze through non euclidean space and against increasing difficulty over time (AI, space)
- Non euclidean space (Antichamber, http://jayisgames.com/games/feign/ ) to give false perception and make it difficult and frustrating for the user to escape.
- Al (monsters) , path finding in the non euclidean space, time dependency (maybe become faster or more intelligent/aggresive over time)
- Difficulty rises over time, better AI , darker lighting, spatial changes, music more dramatic (amnesia: heavy breathing, motion blurring, sanity meter, reset time)
- Sound cues attached on the monst
- Scene : abandoned house/mansion, maze, narrow paths, small rooms, few objects to interact (flashlight, matches), minor puzzles just to escape some doors (keys, chests)
UNITY
- Software engineering: Object oriented, extensions, components, c# (Matthias)
- Graphics : 3d modeling of monsters, rooms, drawing scene, lighting, textures (Vasileios)
- AI : monster pathfinding in non euclidean space, aggressiveness, spatial changes etc
- Non euclidean space (physics): Varying camera position as we rotate it, (portal effect) (Guillermo)
- Multimedia: Sound cues, Effects, Music adapting to the atmosphere and getting more dramatic as time passes… (Axel)
Feedback
- Rendering from multiple cameras , skyboxes, cameras with different settings
- Effects that present non-euclidean space
- Map editor
- Dynamic lighting - shaders
- full screen shaders depending on time, visual effects
→ separate graphics effects
→ dinamic sounds
→ adapt gameplay to the changes
→ portal physics http://answers.unity3d.com/questions/60709/portal-physics-effect.html
→ ACM digital library
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