 Well, Shit.
#14276 posted by killpixel on 2016/12/12 19:11:11
 Fez 2: Canadian Bloobloobloo
#14278 posted by Mugwump on 2016/12/12 19:19:15
I imagined the same thing for a game based on Escher's drawings. Hipnotic and AD do rotations. Would it be possible to rotate an entire map? That would probably be a mapping nightmare.
While not being rotation per se, Cube had the possibility of shifting gravitational direction so you could walk on walls and ceilings to a similar effect.
 #14275
#14279 posted by Mugwump on 2016/12/12 19:23:13
Funny that you mentioned Portal because I remember playing a puzzle game (not first person, though) on the PS1, I think, where you had to escape a series of cubic rooms which you needed to rotate to reach the exit. The name eludes me.
 #14278
#14280 posted by Kinn on 2016/12/12 19:49:25
Of course the best implementation would be to "fake" it by simply rotating gravity and camera orientation - the level would actually be (mostly) static - no need to make it literally rotate.
Dynamic entities in the level would need to react to the shifting gravity though - that's where all the work would go.
#14281 posted by negke on 2016/12/12 20:02:28
1. Just replay Prey.
2. Not only vertical; it needs to rotate freely around all axes.
#14282 posted by Kinn on 2016/12/12 20:04:42
Not sure if you're implying I was only talking about vertical because I wasn't - the gravity vector can be any orientation.
 Escher
#14283 posted by killpixel on 2016/12/12 20:17:02
I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth. In a 3d game you have a variable perspective and actual depth. I remember seeing a 2d escher game on steam that looked pretty nifty.
#14284 posted by mjb on 2016/12/12 20:38:34
Just replay Prey.
Best use of "topsy-turvy" for a fps in my opinion.
 #14283
#14285 posted by starbuck on 2016/12/12 21:32:49
Monument Valley
#14286 posted by Mugwump on 2016/12/12 22:20:24
simply rotating gravity
Quake supports this?
I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth.
Yeah, I should have mentioned this idea was mostly inspired by his maze-of-staircases stuff. I realize that his optical illusions would be harder if not impossible to pull off.
 #14286
#14287 posted by Kinn on 2016/12/12 22:22:48
We're not talking about a Quake mod.
 I Was.
#14288 posted by Mugwump on 2016/12/12 22:37:32
 Jedi Knight
#14289 posted by madfox on 2016/12/12 23:31:38
Makes me think of an old map from "the jedi returns". There was this spacecrft that hung diagonally, where the player hangs downunder.
A strange experience, for all elevators work arcangle.
#14290 posted by dwere on 2016/12/12 23:36:19
Serious Sam supports it.
But not the HD remake, AFAIK.
 Seriously
#14291 posted by mjb on 2016/12/13 03:09:26
Nope, HD takes away the awesome gravity stuff...was a large disappoint for me.
 I Vote.
#14292 posted by Shambler on 2016/12/13 13:48:39
Rotating Kinn and changing his gravity.
 Kinnurat Vertigo!
#14293 posted by Mugwump on 2016/12/13 14:35:24
#14294 posted by Mugwump on 2016/12/16 02:13:50
Just replay Prey.
I've installed it for the very first time today. Looks cool but... you can't run?
#14295 posted by dwere on 2016/12/16 05:03:58
Just wait till you get to the immortality part - you can't lose either.
 Hc2 Development: Ceiling
#14296 posted by hexcalk on 2016/12/16 06:24:14
I created hc2 a couple days ago and this is the beginning part of it with some ceiling detail. Map still in development.
Screenshot download: http://www.quaketastic.com/files/hc2withceiling.jpg
 Hc2
#14297 posted by mjb on 2016/12/16 11:59:38
Cool man hexcalk, this is how you do it! Displaying WIPs and collecting feedback.
Looks like some spiky ceilings, a medieval map in the works? Keep it up!
 Hc2
#14298 posted by NewHouse on 2016/12/16 14:40:52
Well, I definately don't remember seeing that kind of ceiling before, eager to see more of it*
 What Happened To HC1?
#14299 posted by Mugwump on 2016/12/16 15:14:14
Peripheral was HC0.
 Hc1 In Development
#14300 posted by hexcalk on 2016/12/16 17:54:01
This level that I recently took a screenshot of was named "hc2" because a map titled "hc1" was created prior to the release of Peripheral. Both are still in development. hc2 is generally E1M2 influenced, while hc1 will have Japanese themes and textures from Daikatana.
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