Vocal Explanation of my GDD

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@leveltwohooligan
Vocal Explanation of my GDD
The Core Power Hub.
The centre of the machine houses the Power core for the divine machine, what you are trying to repair.
Our design choices for Engine Jam
This is what our game looked like by the end of the jam!
Many many thanks to Aaron for compiling the game and making it work!
To get to this point, I had to clean up the sprites so that we could use the polygon collisions properly in unity.
Void moving a 3 node cube into place!
Screen UI mockup
1) Beam Splitter/Converger. Will split or converge beam at no extra energy cost
2) Odd beam (exception of 3) uses single beam only
3) Even beam uses double beam only.
4) Beam re-director. Will split direction and/or beam.
5) Force redirect. Grey tiles cannot be altered.
6) The 3 node. Three nodes will converge or split beams depending on where the arrow is directed.
An example of a level:
The code for which numbers can connect to each other are in the grid in the top right corner.
Even numbers open up the energy beam into two streams.
Odd numbers will focus the bean back into one stream.
1) Three connects to one, but one can only connect to two or five.
2) None of the adjacent tiles to one are two or five, so we take of the cubes and rotate it until we find one that works.
3) The ending tile must be an odd number that is less than the last tile to focus the enerygy into one stream.
Mechanical Effects:
Sci-Fi Effects:
Play either with the above track!
This is the sort of music and atmosphere I’d like to have in the game.
MECHANIC REVAMP
(3d model made in zbrush and animated in unity)
Each wall may be made up of four cubes and each cube has a set of nodes on them.
In each level, you have a certain amount of energy you can use to light up the correct nodes.
The puzzle is made up of 12 die, and in some levels those die will be set (immovable)
It will be possible to complete some puzzles in less energy than is given.
The player must find the right combination to light up the whole level.
You are the last line, The Divine Machines fail safe!
You must guide the light to ensure the machine is back to being fully functional.
When designing the faces and nodes of the cubes, I went back into my research with circuitry and Compsci. In order to make the puzzle more interesting (instead of simply adding the right amount of nodes until your energy ran out) I could have the faces behave in different ways.
Logic gates are a way of determining how signals are interpereted, so if the inputs aren’t correct, a signal won’t come through.
For example, in the AND logic gate, both A and B need to be ‘on’ for C to work. Looking at these gates helped me to piece together what kind of puzzle I wanted to make.
In this way, my faces were made. Some taking only one input, while others must take two. Some will split a beam up and others will converge and some will take either depending in which way it’s placed.
The Archivist, your quest giver and the only other intelligent life form (no offence, Compass) you have encountered. Maybe there are others like her, but you haven't found them yet.
Exhibition Poster
I started out with an alternative colour scheme; but I decided to keep to the purple as it has become an identifying feature of the character.
Fonts!
Screen matrix by Colonel Sanders and Baron Neue was created by Frank Hemmekam
Baron is a really nice sans typeface for the game as it works well on screen and has a nice set of twists to it.
Screen matrix is used for Compass’ display screen.
Compass, your handy AI wayfinder!
Void and Compass, your handy, slightly malfunctional mechanics assistant!
Compass will be able to assist you complete levels with more effective tracks and even has hints on how to complete a whole cube!