We have spent the day mainly with solving different technical issues, which I will describe more in detail below. I will also go through some of the game’s mechanics, how they relate to the theme of understanding through conversation, and what we hope to have finished by the end of the week.
Using prefabs to fade the background of World One (Fire and Ice)
Calle has spent the day working on the fading between levels. In the first world, there will be clashing ice and fire. These two sides will recede and create a pool of water in the middle. Calle worked on finding a solution for how to make the ice and fire recede while also fading in the water in the middle. He decided to create prefabs, which are similar to predefined blueprints of objects that can be placed in the scene. He created three prefabs for each side, since the sides will recede three times. Each time the sides recede, the current prefab (existing on the scene) will fade out, at the same time the next prefab will fade in making the transition seamless.
Creating the Red Piece
Michael spent the day with creating the Red Piece. This piece is supposed to move similar to the Rook in chess, with the exception that it has to move as possible along its movement path. This movement system created some problems for Michael, as it was quite different from the other piece’s movements but still had to be implemented in some of the same classes. Michael managed to implement the feature by placing the majority of the code in the class specific to the Red Piece, while doing some checks in the Input Handler class to make sure that the functions specifically needed for the Red Piece are run if a Red Piece is moved.
Mechanics of the first World
The following mechanics have been implemented and will be used in the first world:
- Blue piece, one-step diagonal movement
- Red piece, Rook-like movement
- Green piece, one-step 90 degrees movement
- Wall, blocks pieces
- Win space, have the last piece on this space to win
- Collision rules:
o Red beats Blue
o Blue beats Green
o Green beats Red
- Turn space, turns any piece that lands on it to the next one in the collision order (Red becomes Blue etc.)
With these mechanics, we have tried to illustrate how a debate typically works. Our idea was to show the player a debate in the first world, then changing the story, mechanics and art into a dialogue in the second world.
Each piece is supposed to represent an argument. While the individual movement patterns are not inspired directly by debate, the usage of the collision rules are. In a debate, participants are focused on crushing the opposition’s arguments in favor of trying to understand them. We want to illustrate this by letting the arguments the player controls (pieces) have strengths and weaknesses against each other, for instance, a “red” argument will always destroy a “blue” argument. The Turn Piece was meant to showcase the way an argument can be turned and twisted by rhetoric to represent something entirely different, depending on how the person explains it.
Plans for the week
We are currently ahead of schedule, and all of the mechanics that were meant to be implemented this week are already done (with the Red piece and Turn space being the final parts). Michael’s plans for this week are to begin work on the story-related texts that are to be shown in between level- and world changes. He will work with writing the text itself but also with creating the technical backbone that will handle the transitions. We have received two texts from our Examiner that relate to the theme of life philosophies, which explain the core values of Christianity and Secular Humanism respectively. We will begin reading these texts and take notes on what to incorporate in the debate/dialogue Michael is about to write. Calle aims to finish his work on the transitions for the first world this week. He is also going to start doing concept art for the three pieces that will be in the first world.