Update 8 - Void designAlong with the null, the void was one of the first designs I put in the game. I wanted it to be a down time between the action so as a result I wrapped it up in the context of this eerie story to still try and maintain some tension even though the player wasn't fighting anything. Its actually a difficult thing to get people excited about and show in 5-10 second gifs because its really not a very flashy element. Its more so something you have to try out for yourself to find it interesting.
The way it works is that its basically like the area from Asteroids. When a player reaches the end of the screen, they warp to the other side and keep on going. There are two significant things that I do differently that give it a completely different feel:
1. The camera is always following the player
2. The graphics on the edge are continued from the other side of the area
The result is that the player doesn't realize that they just warped to the other side of the area. It all comes off as very seemless.
I actually prototyped this idea a long time ago (without thinking I was prototyping). I made a small flash game you can check out here:
http://www.newgrounds.com/portal/view/571258**FOR THE LOVE OF GOD IF YOU CHECK IT OUT, JUST MUTE YOUR SPEAKERS. seriously, the music is really annoying and there is no mute button.
I learned a couple things from making that game, and seeing some player feedback:
1. The wrapping mechanic was "too" seamless. Players didn't realize that they were staying all within a finite area and running over the same parts of the area multiple times. Even when I play, I don't think about it. Which leads into the second point..
2. There need to be significant landmarksI really want there to be a solid "Ahh hah" moment when the player realizes that they just walked in a circle. The way to do this is to have very identifiable landmarks that the player can have stored in their memory the first time they see it so they instantly recognize it when they pass it again for the first time. With a serious need for something like this, I added the next element.
The center mapIt may not look like much but that was what I was going for. I wanted to make it look like someone was writing on the ground and not some big out of place billboard. Its the first thing you see when you enter the void and it serves as your home base. As you open up tears and find other things in the void, they'll be marked on the map for you. If you can find your way back to the map then you can have some relative sense of where you need to go next.
I can say from testing that its really easy to get completely lost in the void if you dont have any land marks to go off of. The larger it is, (and it will get larger as you progress through the game) the more difficult it is to find your way around.
The map wont be the only marker as Im progressively adding things like this that will server as other recognizable points.
Getting outThe thing I've been working on the past couple days has been the getting out part. On the map up there are two markers. One that says where you are and another vague hint at where to get out. These are there at the start to lead the player into helping them recognize the goal. I wanted to keep pushing the under the hood feeling of the void so I decided to do this for the end area (nothing pretty, just a basic implementation)
Admittedly, it isn't flashy, but what's going on seems like a fun idea to play around with. It takes a small section in the void and expands it into a larger area (that can be whatever size I want) and transitions smoothly out the other side back to the void. Its hard to tell in the gif, but the red area is only taking up a tiny amount of space in the void (about the width and height of the character). The point of the white mist taking over the screen is because I wanted it to feel like the player is walking into a dense cloud and then it opens up into this area. Graphically, there is a bunch that needs to be done, but its functional in the code.
The plan is to have some sort of broken up object in this end warp that you would have to piece back together. Most of these pieces would be scattered through the null.