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TIGSource ForumsCommunityDevLogsOverpass - Hot air balloon exploration
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Nate_G
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« on: April 23, 2017, 12:00:21 am »

Overpass





Overpass (working title) is a game about piloting a hot-air balloon across a vast environment. You’ll navigate invisible air streams, uncovering clues as you explore that you’ll need to decode and plot on your map to progress.

I’m building it in Unity, and I am building the entire game using the visual scripting tool PlayMaker (link). So far I haven’t written a single line of code, and don’t intend for that to change!  

There’s a sort of physics-based sim element to the balloon piloting. You can go up and down, and that’s pretty much it, no lateral control. To travel, you need to follow the streams and move between them where they overlap, using landmarks and cross-referencing constantly with the map. Air travel is a deliberately slow affair, with lengthy flights between points of interest. This is one of the central pillars of the design, so I’ll write loads about this at some point.

The mapping system is fairly in depth. You’ll have scant details about the air streams and environment when you start. The map has an instrument which will allow you to plot points based on the clues you’ll uncover, measuring angles and triangulating to identify stream crossings, villages and hidden locations. This is also a huge deal for me, so I’ll write posts ahoy about this.


===

I started working on Overpass about halfway through 2016. I’d been thinking about a hot-air balloon game for ages, and I really only started prototyping it because I was pretty burnt out by the project I was on at the time, and I needed something to sort of rekindle my enthusiasm. So I tinkered with it on and off for a few months just as an outlet, but this year I decided to focus on it as my main project.

I’ve always done all the art on my previous games, but I’m really not an artist and on the bigger projects producing all the art assets becomes an act of attrition and sucks all the fun out of the process. So this time I’m not worrying about art at all; I’ll do temp art that helps me get the point across while I nail down all the systems, and then hopefully at some point I’ll find an artist (and the rest) to help me finish it.

===
Placeholder art!






« Last Edit: May 07, 2017, 10:11:54 pm by Nate_G » Logged

icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
jctwood
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« Reply #1 on: April 23, 2017, 02:24:10 am »

This is a really ambitious project but it seems like you are making a lot of progress! I love the idea of exploring from the air using the map, having the map in the physical space is really cool as well! Look forward to more Smiley
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Nate_G
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« Reply #2 on: April 23, 2017, 05:07:06 am »

Cheer jctwood! Agreed, it feels like the biggest/most ambitious project I've done so far, but weirdly it also feels very much like the most manageable. I've been using PlayMaker extensively over the last 18 months for my day job so I've developed some solid processes which are making development so far feel really straightforward and enjoyable. I've also approached it in a really low-pressure way, just tinkering here and there over the last 9 months or so on the core balloon mechanics.

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Pishtaco
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« Reply #3 on: April 23, 2017, 05:44:06 am »

I'm very interested to hear how you will deal with the passage of time.

Will you have visual cues for air movement? Moving clouds, say?
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Nate_G
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« Reply #4 on: April 23, 2017, 12:55:11 pm »

I'm very interested to hear how you will deal with the passage of time.

I'm not settled on it yet, but I may well do a day-night cycle if I can make it a meaningful mechanic. My thought process here is that you can't really travel at night as you won't be able to see the landmarks, which forces the player to land. This could force the player to be more considered with their planning and perhaps the deliberate pacing could be good, but equally it could feel be quite frustrating if there isn't something equally interesting to do or consider during the night. Questions like this tend to work themselves out as the game comes together, and I have a bunch of different ideas for things to do with this, so for now I'm letting it percolate.

Will you have visual cues for air movement? Moving clouds, say?

This is an interesting one. Part of the point of the game is that the player needs to use the landmarks and mapping system to identify both the player's location, and the points at which the air streams cross so that they can move from place to place. Giving too many visual clues about the location, form and direction of the air streams would remove the need to engage with this system. That said, I'm also attempting to support a form of play that ignores the map, without entirely undermining it.  So, my current (heh) thinking is that there'll be sporadic clouds to give clues now and then, but not in an overt manner. On this point, I actually flew from London to Scotland and back this weekend, and spent the entire flight in between two distinct layers of clouds, so I'll exploit that.
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Nate_G
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« Reply #5 on: May 06, 2017, 03:29:10 am »

Fuel System and World Design


This week I’ve been working on the fuel system, and by extension, some world design. The burner consumes fuel to heat the balloon, so there’s some very light resource management involved.



This very much isn’t a survival game, so I want to keep this system simple, intuitive and fun to engage with. It’s something to keep in mind as you prepare to embark and while flying, rather than to constantly fret over. I want flying to be a chilled, almost meditative experience, in which you maintain your height by tweaking balloon temperature, monitoring your instruments, surveying the landscape and tracking your progress on the map. I’m also very wary of it just being straight up boring, so the fuel will be one of the systems to occupy you in a very gentle way while you’re aloft. It should be just enough to keep you active and engaged, but not a manic plate-spinning experience.

I got a super cool physics-rope extension for Unity, Ultimate Rope Editor, so inside the cabin you've now got 4 tanks, and you'll need to connect the hose to a full tank to fuel the burner. When one tank runs out, grab the hose and connect it to a new tank. It adds a really satisfying bit of physicality to the experience, and elevates what is a fairly mundane task.

Fuel hose:




Obviously if you empty all your tanks mid-flight, the balloon is coming down. There’s no fail states in the game, so you’ll glide to the ground gently as the balloon cools rather than crash and burn. But it does raise the question of where to get fuel once you’re grounded.

The environment of the game is largely a wasteland, dotted with places to touch down and explore. In earlier versions these places were islands in a sea, but that ended up feeling too linear and prescriptive as you simply moved from point to point. So now the places you’ll visit are less explicitly identified, which hopefully makes it feel more like you’re exploring a vast area, increasing the sense of freedom. These places of note will be villages, ruins and such, and the wasteland is largely empty.

The idea I’m currently running with is that the game takes place in a drained sea, inspired in part by the Aral Sea. The Aral is a sea that straddles Kazakhstan and Uzbekistan and was once one of the largest lakes in the world. Since the 60’s though it’s largely dried up due to the rivers that fed it being diverted for irrigation. The sea was also known for featuring hundreds of islands, which have presumably become hills in the landscape. So the places you’ll visit in Overpass are the former islands and the settlements that sprung up on the drained sea bed.

Aral Sea Comparison:


Stranded Ships in the Aral Sea:

(Image from Stormchaser.ca)

I’ve also been reading about the thawing of permafrost throughout the world, and the methane gas pockets that form beneath the grass. So I’m going to integrate that idea into Overpass. The cabin has an external hose ending in a nozzle that you’ll plunge into the gas pockets, and suck up the gas to store in the tanks in the cabin. I’ll pepper the landscape with these pocket mounds, so it will feel like a natural phenomenon, and a very convenient way to replenish your fuel should you run out mid-journey.

Gas pockets:




I never intended for the game to have any sort of ecological aspect, but it’s hard not to be fascinated and concerned by these phenomenon. Conceptually they fit perfectly with the mechanics of the game, so I’m going to explore this angle further as the game develops.
« Last Edit: May 07, 2017, 05:01:50 am by Nate_G » Logged

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Nate_G
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« Reply #6 on: May 07, 2017, 05:19:36 am »


First pass at the Gas Mounds ended up looking a little like something a radioactive dinosaur might leave behind:






Second pass is a little better:






Again, it's all temp art, but it's useful to have something beyond grey boxes to communicate the idea.
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coughlinjon
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« Reply #7 on: May 08, 2017, 09:21:55 am »

I'm really excited you're making this Smiley
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nathy after dark
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« Reply #8 on: May 08, 2017, 09:31:55 am »

Yassssssss  Grin
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Nate_G
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« Reply #9 on: May 08, 2017, 11:05:55 am »

Thanks for the support!

Worked more on the gas extraction mechanic last night. Pretty happy with how this is coming on.




« Last Edit: May 08, 2017, 12:01:54 pm by Nate_G » Logged

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uk_resistant
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« Reply #10 on: May 08, 2017, 11:30:36 am »

Looking better all the time buddy!
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