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dotEux
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« on: July 07, 2013, 03:04:03 AM »



So Project Temporality is the game we at Defrost Games has been working on for the last three years. What started as a simple idea of taking time as a concept and play around with it quickly evolved into what we call the Time-Line concept.

The Time-line concept is central to our game-play it means that you can have multiple parallel existences virtually without limits so if you can figure out a way to do it with the games input system you can create new existences at almost any point in time and you can go to any of these points in time to see what happened.

Because total freedom made it hard to make interesting puzzle designs we had to add in some limitations, the biggest one is that there can only be one timeline that you control at the moment and it's the newest one. And only the time-line you control can spawn other time-lines, this is because we wanted to focus on puzzle solving and not juggling a huge number of parallel timelines.

In fact in actual game-play even most of the complex one stays within 3-4 timelines because we want the important part of a puzzle being figuring out how to solve it and not fighting with the game to actually perform it. So once you solved one it should be easy to do it again.

The project started really small with just me and my wife working on it but as people who tested the game loved it we decided to grow and evolve it to a more polished version which has taken a lot of time and a lot of late nights but we feel we have reached the right amount of polish and are buckling down to finish the game.



The puzzles are involving a lot of elements depicted in the image here and to spice things up we have a couple of nice extras like Temporality fielded objects that are unaffected by your time manipulations or puzzles that requires you to change the behavior of an earlier timeline by manipulating the world around you. Since most of the game happens in the players mind it's kind of hard to show it properly in video shape or in written shape but we made a small trailer recently that tries to show of some of the mechanics.





We hope this sounds interesting and are happy to answer any questions you might have.
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karlozalb
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« Reply #1 on: July 07, 2013, 03:21:51 AM »

Wow! Looks really nice and polished, what are you using to develop this? Unity? :O
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dotEux
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« Reply #2 on: July 07, 2013, 04:49:43 AM »

Wow! Looks really nice and polished, what are you using to develop this? Unity? :O
Actually all of this is made in our own custom engine based on top of XNA, No existing middle ware allows the kind of features we need for our time manipulation based game-play like scaling particles/Materials/Effects/Animations etc seamlessly backwards and forwards.

Also we wanted at to be able to have at least 20 shadow casting lights visible in real-time at any time sicne we are sick of those low res precalculated light maps and you can't easily get that kind of control either as most middle ware engines are based on older tech.

However we are investigating unity and UE for future projects that doesn't have the timewarp requirements.
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