
Torsion (Space Warp Gameplay Prototype)
7 months ago
This is a gameplay prototype that I was working on for several weeks about one year ago. The player is given the ability to warp space by placing two warp anchors anywhere in the world, warping the space in-between those anchors. Space warping also affects physics, which may be used to make objects roll off curved surfaces, bridge gaps etc. Note that the focus has certainly not been on graphics.
Like previous demos, this prototype was built on top of my engine/framework/sandbox called breeze, using DirectX for rendering and PhysX for physics simulation. Visit alphanew.net for more info. Also feel free to follow me on twitter (twitter.com/#!/alphanew), if you're interest in my daily findings and annoyances regarding real-time graphics and other development.
Like previous demos, this prototype was built on top of my engine/framework/sandbox called breeze, using DirectX for rendering and PhysX for physics simulation. Visit alphanew.net for more info. Also feel free to follow me on twitter (twitter.com/#!/alphanew), if you're interest in my daily findings and annoyances regarding real-time graphics and other development.
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The balls and boxes and buttons, I assume, are the main culprit? Those could easily be substituted for other types of goal oriented puzzle making but why should the author be required to innovate and create a goal system as well as a ridiculously complex approximation of space warping?
In truth I think that this type of innovation needs to be happening more and people who yell at everything with innovation for the things that they have a semblance too are more likely to stop innovation than help it.
This is trully innovating and I can't see any portal ripoff in this video.
And GREAT JOB by the way!
"Portal Ripoff" - Pedro Tonica
That's quite right. The whole point of this prototype was to explore the mechanics, and not (yet?) to make an original game from it, so yes, many elements were simply ripped from Portal for that purpose.
"Do you have plans for putting a team together to make this into a full game?" - Jordan Neff
I definitely plan on continuing this idea at some point, however, as I am currently only halfway through my studies, time is a bit rare at times. I will for sure keep you posted on any updates via both my website (alphanew.net) and twitter (twitter.com/#!/alphanew). You might also check out zfx.info and spieleprogrammierer.de (both German, though), home to kind communities where I have been collecting lots of feedback on earlier tests in the past.
Thanks to all of you for your kind words, this definitely raises motivation to continue exploring this idea quite a bit.
I gottadmit that in a way I am kinda bummed that the warping is being done with displacement... in other words that the warping is actually happening. A strange part of me was hoping that there was something entirely outside of my realms of understanding going on.
In a way I was sorta hoping that you had taken an axis and as far as the renderer, the physics, and whatever was concerned warped it. Or better yet, you had warped all of the axis- Steven Hawking esque talking points.
I'm not sure if that would even been practical and I am certain it would be more wasteful than your method but you know- I like the idea of abusing the theoretical equations those physicists come up with.
Very very cool- and honestly I would say keep going with it, and I wouldn't go for anything too deep but keep in mind what narbacular drop did. I would love a game that integrated this time of technology. (wiki: en.wikipedia.org/wiki/Narbacular_Drop)
The other ones have it, while this one still does not.
But why?