Entry 121: Another Idea
About two weeks ago I made a series of 3D geometric doodles that later progressed into an idea for a video game. Here are the doodles I made:
After I threw the idea around with my brother, including game types and power-ups, I made a mock level design, staring with a simple cube:
It took about two hours to design this cube in Adobe Illustrator, mostly because of functionality and technical reasons. First, the perspective angle is extremely important because the gameplay should be based on cardinal directions (up, down, left, right), so it cannot be a traditional isometric cube.
Secondly, a simple flat cube is boring, so I added beveled edges for flair. Adding these additional edges increase the complexity of the shape, since I had to ensure that each vertex lined up a certain way so other cubes would line up evenly.
And thirdly, this cube isn't 3D; it's a bunch of 2D shapes lined up to look like a cube. It took several iterations before I was able to create a beautiful and functional "cube." Here is the exploded view of the shapes (to which I just realized I haven't perfected the shape just yet):
After the basic shape was complete, it was time to copy and paste, by 192 cubes:
The amazing feeling of each cube lining up perfectly is indescribable to those who don't know this feeling. As a bonus pre-planning strategy, I made each cube a group object, which allows me to easily select any "cube" and remove it from the board. The outcome, which plays into my favor, results in unique "levels" for gameplay:
As you can see, a player is able to move in each cardinal direction in a 3D environment without too much disorientation from the offset 3D angle of the cubes.
Concerning actual gameplay mechanics and such, that is to remain confidential of for the moment. My brother knows a little bit of flash and coding, so we'll work on a pre-alpha prototype before I unveil characters and themes of this game.
Until next time...