Tune Project Update #4.1
I wrapped this up last week but was holding off posting it until I integrated it with the Mario-like prototype. Ah well, ended up doing fun board game prototypes today instead so I figured I’d post this. In its current form, this is more or less how I envisioned the interface for Tune working – less the screens for unlocking new UI elements (like sliders and text entry) and new parameters (like gravity or physics time.) Also, I need to put in some kind of number or point tracking system for buying new bits or leveling up or however I end up structuring it. It will be very important, I predict, to clamp down and limit the numbers (on either end of the slider for example) that players are allowed to tune between, if that makes sense. I can’t allow the player to go between 1000 and -1000 gravity; it’ll just make the physics go wonky and unstable.
As an addendum, I had an enjoyable conversation the other day with my friend Dan “Tabby” Tabar over at Data Realms about Tune, in which I explained the concept very simply and succinctly:
Crepusculum: http://www.steveswink.com/Tune/Info_Tune_Prototype_B_01.htm
Tabby: i suggest sticking with the WASD or arrow key ocnfig
Tabby: i can’t beleive how frustrated people get when they keys aren’t in obvious places
Crepusculum: Right on, will do
Crepusculum: The idea is to take a physics driven mechanic and environment, expose all the relevant physics variables, and make a gameplay progression around tuning those varibles to allow you to complete various tasks
Crepusculum: Have to defeat increasingly large/difficult creatures to get access to new parameters and buy new UI elements, something like that
Crepusculum: Upgrade how much you can alter existing ones
Crepusculum: Buy different UI elements
Crepusculum: If you check out the other proto here: http://www.steveswink.com/Tune/Info_Tune_Prototype_A_01.htm
Crepusculum: It has a slider at the top right that controls gravity
Crepusculum: Seems to point to a lot of neat gameplay possibilities
Crepusculum: Hit space, you can alter a lot of the gameplay variables as well
Crepusculum: (On prototype A)
Crepusculum: I think that one has EDSF controls as well, should switch it over
…and I think that explanation makes more sense than my previous, long-winded one. Either way, the first full progression protoype will speak for itself.
2 Comments
Wonderful! Unlocking sliders and variables….sounds great! I can’t wait until you integrate this into the game.
Interactive GUI elements during gameplay (like the slider idea), aren’t very intuitive. It’d be cool if you could alter the same variables in a more gameplay friendly manner (i.e. through the same methods you interact with the world around you during play – to keep play simple and consistent).
Just a thought!