The following is a post-mortem on my game, Conscious Grasp. You can find the game here.
Conscious Grasp is a game made solely by me over a two week period. The game attempts to create a feeling of disorientation and being lost, eventually finalising with a sense of belonging.
The inspiration for this game came from the earliest memory that I have. The first thing I remember is opening my eyes in a park, facing the playground. The park was not familiar to me but, as I turned around, I saw my parent’s house. I don’t know how I knew that that was my parent’s house. I just knew. I walked from the park, across the road and into the house, all around the age of 3.
To try and evoke the feeling of disorientation that I had in the park, I created a map that has tiles added and removed through a script. This means that there is a form of randomisation. When a player moves a set amount in any direction, a row of three tiles will be spawned ahead of the player and a row of three tiles will be removed behind the player. This results in a map that is constantly changing, even when the player doubles back. You can read more about the programming behind it here.
I’m really happy with how the tile spawning system turned out. I started this project without too much programming knowledge, so I am glad that the system works as well as it does. The system uses a list of tiles and can be expanded just by making more tiles and adding them to the list. It has a lot of potential and, if I had more time, I would of have made more tiles in order to add more variety into the map.
If there is one thing to improve, it would be the fog that obscures vision. It’s purpose is to hide when tiles are spawned but visually, it looks very ‘hacked’ in. There is too much contrast in light between objects in the fog and objects out of the fog. If I had the time, I would remove the fog and the directional light then replace them with a spot light that looks in the same direction as the player. This would create a similar, view limiting, effect but would be less obvious than the fog.