Final Project – Bryce – Manifold Walker

Manifold Walker Game

by Bryce Summers

Play Online:

http://bryce-summers.github.io/Project_Pages/ManifoldWalker/game.html

A screenshot from Manifold Walker.
A screenshot from Manifold Walker.

Controls: Use WASD or the arrow keys to move about. Press’q’ and ‘e’ to change scenes. I might replace the q and e functionality with ‘space’ to change scenes in the future.

 

Description: Explore ideas and intentions as concretely manifested in 3D parametric functions of two parameters. Explore the manifolds dreams are made of. Find the center where the irregularities smooth out. Have fun. Enjoy the beauty of functions, mathematics, and movement.

How Chris Sawyer became Chris Sawyer

This is a response to the Indie vs. AAA question.

Growing up, my idol Game Designer / Developer was Chris Sawyer, because he designed and programmed fantastic games such as Roller Coaster tycoon by himself with a hired artist and a hired musician. He also did the vast majority of his programming work in Assembly language.

Chris Sawyer first got a degree in Computer Science and Microprocessor Systems. He then started his professional career in the games industry in 1983 working on ancient games for Memotech MTX home computers and Amstrad CPC computers the such as Quogo and Quogo 2.

He then worked on some Amiga conversion projects such as Virus (1989), Campaign (1992), Birds of Prey (1992), Dino Dini’s Goal (1993), and Frontier Elite 2 (1993).

He then started making well known independent games. He started with Transport Tycoon, which he then published through microprose. He then worked on Roller coaster tycoon. For Roller coaster tycoon he talked with many rollercoaster professionals and did quite a bit of research to make sure the game was as correct as possible.

Chris formed strong collaborations with Simon Foster who made the majority of the images for his independent games and Allister Brimble who composed music and created sound effects. Chris Sawyer managed to convince Hasbro Interactive to publish his game under in a manner unusual in the game industry.

He then published Chris Sawyer’s locomotion in 2004, before becoming a recluse for many  years. He has now recently started creating mobile versions of his games through a mobile development company that he started.

Final Project Proposal

Title: Geometric Constructions.

Description: This game will be a celebration of geometric construction tools such as straight edges, compasses, finite length looped string, etc. The player will use various tools to achieve tasks and construct beautiful shapes amidst puzzles.

Art/ Research Statement: I am very interested in games with a concise explicitly mathematical mechanic that provide a compelling game play experience. I am very interested in finding game ideas of this form, because they allow me quite a bit of precision in the specification for exactly how the game should act, they are quite simple and hence easier for me to make in a limited amount of time (which is how much time I will have for most games I will develop in my life.), and I feel they get more gameplay per amount of effort I put into them. I also find games such as these quite elegant and there is an art to finding ways bring mathematical concepts into the realm of user playfulness. I have don’t several projects in the past with the attempt to find the lines between education, entertainment, and intellectual content.

Mock Screenshot

Compass_Ruler_mockup
A very crude mockup. I want the game to have a paper / ink feel for it. I want to make the curves seem kind of soft and friendly like.

3 Game references: 

http://planarity.net/#

http://www.osmos-game.com/

http://www.eufloria-game.com/

3 Non-Game references:

http://www.mathopenref.com/tocs/constructionstoc.html

http://ciechanowski.me/blog/2014/02/18/drawing-bezier-curves/

http://graphics.stanford.edu/projects/texture/

Two Person Structured Conversation

  • Joseph Jung
    9/23, 3:20pm

    Joseph Jung

    Yoyoyo

  • Bryce Summers
    9/23, 3:20pm

    Bryce Summers

    Scenario: The huntman needs to kill snow white, but he doesn’t know wehther or not snow white is guilty

  • Joseph Jung
    9/23, 3:22pm

    Joseph Jung

    The huntsman was tired of listening to these royal bitches. Day after day and night after night, he endured – but now no more. He was going to take matters into his own hands.

  • Bryce Summers
    9/23, 3:26pm

    Bryce Summers

    Op1. The Huntsman journeys to find snow white with the intent to kidnap her and random her off to a prince charming somewhere.

    Op2. Thu Huntsman timidly goes to talk to snow white to try to get to know her better.

  • Joseph Jung
    9/23, 3:34pm

    Joseph Jung

    [Op. 2] “You there. Yes, you wench. Why must you do this? Why do you cause these troubles time after time again? This week alone has been my seventh time to this disgusting forest. Do you really wish to leave the benevolent queen that badly?”

    1)

    You walk up and reach out to grab her arm. She flinches and steps back, tripping over a fallen tree and spraining her arm.

    2)

    You walk closer. She does as well. She suddenly leans in closer to your head. You follow when suddenly they _______.

  • Bryce Summers
    9/23, 3:41pm

    Bryce Summers

    [Op. 2] The Huntsman seeks to classify Snow Whites purity by delving into her the sophistication of her philosophical viewpoints. “What is the meaning of life? What is objective morality? Can beauty mask the demonic spirit kindling in the depths of your soul?”

    1)

    Snow White wonders if the Huntsman is hitting on her.

    2) Snow White is annoyed at the Huntsman’s vapid questions and responds in riddles with a jaded tongue, clearly annoyed at the Huntsman for his direct interrogatives.

  • Joseph Jung
    9/23, 3:51pm

    Joseph Jung

    1)

    Or as the dumbass author would say — courting her. She didn’t know why the huntsman spoke like that. This wasn’t the 18th century. This was 1998 in Eastern Europe. She eases herself further away from the now evidently crazed man. “Why the fuck are you talking like that? I am sick of all this bullshit roleplaying. You are NOT a huntsman! You are our gardener for fuck’s sake. So can you never follow me again?”

    The “huntsman” let out a gasp. This was an unexpected situation compared to the last six occasions here. He licked his lips as they curved into a smile.

    1)

    “Why don’t you hear me out for a second Ms. White. ”

    2)

    The huntsman first began by unbuckling his belt. This was going to be SPLENDID.

  • Bryce Summers
    9/23, 3:56pm

    Bryce Summers

    [Op.2]

    The Huntsman take off his belt and prepares to whip Snow White for her insensitivity to his academic proclivities.

    1) A giant eagle named Deus Ex Machima swoops down from the sky and saves Snow White, while demonstrating her true purity and light!

    2) Snow White takes off her wig and reveals herself to be Snow White’s sister, Coal Black who is getting quit excited.

  • Joseph Jung
    9/23, 4:15pm

    Joseph Jung

    1)

    At least that was what she hoped for. The man slurped his lips and let out a sigh as he tossed his belt over his shoulder. He took another step closer. She closed her eyes and fell to the ground in anticipation for the strike – or worse.

    *Crunch*

    *Crunch*

    She opened one eye and looked through the nest of her hair and fingers. He slowly extended his long, oily, writhing finger towards her.

    1)

    “Tag, you’re it. ”

    2)

    “I wouldn’t touch that ugly face with the shitty salary your mom gives me anyways. ”

  • Bryce Summers
    9/23, 4:18pm

    Bryce Summers

    [Op. 1] The Huntsman didn’t really think that Snow White was all that bad. He decides to play a game of tag with her and needed to remove his belt to become more agile. They have a fun game.

    1) The Huntsman asks Snow White to run away with him from the evil queen.

    2) The Huntsman decides to go back to the Evil Queen and politely informs her of his resignation from his huntsman job.

  • September 28
  • Joseph Jung
    9/28, 12:48pm

  • Joseph Jung
    9/28, 12:54pm

    Joseph Jung

    So the pair, for whatever excuse they came up with, ran away from the Queen. Snow White leaving her life of luxury and class; the Huntsman running away from the burden of sustaining his quiet, peaceful supporting his family of five. Both now ran through the forest under the joy of discovering their enlightenment.

    1) They grew old and settled down.

    2) They grew weary of their enlightenment and returned to face the consequences.

  • Today
  • Bryce Summers
    1:32pm

    Bryce Summers

    1) Snow White and the Huntsman lived happily ever after. The Evil queen eventually died off and all the problems of the world were resolved. THE END

Walking Simulator Idea (A Walk through Geologic Time)

Material Properties and Textures have been changed.
Material Properties and Textures have been changed.

I think that for my final project instead of doing a walk through space, I would like to do a walk through time with the seasonal atmosphere and weather changing about the player. The player will remain at one location and see the world transform from volcanic rock to vivid dessert, to peaceful sedimentary regions seeing how the aesthetic of the environment changes over time.

NotGames cannot have no rules.

(Walking Simulator Reading Response)

I found the NotGame movement rather interesting. In some ways I can sympathize with their message, but they seem to at the same time categorically rejecting some of the things that I like most about games.

To me a game is a social contract between multiple entities which forms an agreement that the consequences of a set of actions will be met with consistent results. These entities may take the form of a collection of humans, a singular human and a machine or their environment. I find all games to be quite serious in that if the rules are broken, conflict will ensue.

Consider Life for example. I would argue that a great deal of life involves conceiving the world around us, taking actions, and receiving feedback from our reality and its inhabitants. Although each of us might have an incomplete notion of the rules, the reality that we share binds us together through consistency. Two people may not perceive reality in the same way as each other, but their is always a mapping between people in such a way that communication is possible. Conflicts arise when people have very different interpretations of the rules and because people perceive others as winning and losing to them under the life objectives that are evident to them relative to their perspective.

I have grown up with board games and very much anchor my thinking around them as to what constitutes a game. In traditional board games there are a set of components that can represent a finite set of configurations states (the game state), a set of legal operations that allow players to transition the game from one state to another, and a classification of each state into those that end the game and those that allow the game to continue.

There was a point in my life when I gradually became aware that the games I played, especially the video games started to include content such as beautiful images, fancy sounds, well designed fonts, inspirational narratives, smooth cameras, etc. In my conception of what a game is, there is no need for such decorations. The icing on the cake is present for the purpose of soothing the participants and  giving them an incentive to explore the states and rules. In my view physical decorations exist only for the purpose of fun, artistic, entertainment, or social values, but are separate from the game itself. The ideas that the decorations represent however are very important to a participant’s understanding of a game, because they allow the players to a mapping from a particular game to the game of life through metaphorical representation.

I found it odd that video games were trying to become more movie like, because I find movies to be removed from a navigable set of configurations. I love movies, but I go to them to be an observer and see a story through the warped lens of my personality. Different people see the same movie and come away with different experiences depending on their individuality, whereas in a game the participants are bound by a shared set of rules which they must agree on.

I agree with NotGames that games need not be violent and should contain more substance than a number being updated on a screen. I think that the rules and mechanics of a game must mimic the experience that a game wants to create. By playing a game with a theme players should be able to understand the beauty of the rules more. By playing a game with rules, the rules should help the players gain greater understanding of the theme.

I do not agree that games should be devoid of constraints. Games are supposed to interfere with people. Games are meant to level the playing bring people out of their local conceptions and share in a moment of shared experience with the rest of the players that are also similarly constrained. Well designed games develop empathy for others, they have purpose, they can trick people into expanding their horizons beyond what is comfortable.

I don’t think that NotGames should eschew pure games (Alas, in my framing it would be impossible), but rather they should run away from those games that focus on their decorations more than the symbiosis between rules and metaphor. We should not avoid rules. We might instead want to avoid poorly designed rules.

Critique: Stanley Parable

When I played the Stanley Parable for the first time at my cousin’s house, I was struck immediately by the presence of the prominent narrator who narrates everything I am about to do, rather than what I have just done. The story telling perspective of a work of fiction is usually one of those details that is present in every story, but never thought about by a player. For instance, I have read countless novels in my life without knowing that there is a distinct between first person and third person, and the same holds for details of any field that are neither known nor noticed by a consumer, i.e. non practitioner. But Video Games are almost always either non-narrated or designed in such a way that the in game story tellers recall your past actions and exploits. Because of this homogeneity in narration form, I could tell that something was amiss when I booted up the Stanley Parable, much like when I am on accidentally on a satire site and gradually realize that the reports are not real. Since I am used to believing that I have control when I play video games, I naturally set out to fight the narrator’s decision making at every turn. I absolutely loved this mechanic of the Stanley parable and it kind of broke the ice for me in terms of new forms of art and story telling, kind of like how Bob Dylan or FLCL and many other Anime series tell stories through short references and a bricollage attitude towards synthesizing tales from fragments of culture.

I must say that the Narration Mechanic in the Stanley Parable is one of the most fascinating game mechanics I have witnessed this decade.