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This End Up

This End Up Unique Gameplay

Explanation of Rotation

The rotation mechanic in This End Up was born by committee. The original idea came from the prototype from Bob the Blob – that game the prototype asked the question – what happens if you are able to manipulate yourself and the environment to solve puzzles. (See Bob the Blob For more details on that project)  We ran out of time to implement the full feature in that project. (We were able to make the blob change his shape, but we were unable to give the player the ability to manipulate the world)  When the group reconvened,  we decided that we wanted to explore manipulating the world further.

We decided that we needed to lock down how the player would actually control this rotation. We settled on the player being able to rotate his world by hitting special gears or cogs that were placed throughout the world. The player is temporarily lifted up while the entire level around him rotates. Depending on the gear, each room can rotate multiple ways. The player can use this to escape rooms and defeat enemies.  Each time the player rotates the room, enemies are thrown into spikes and other hazards. The player has to be careful not to throw himself into these obstacles however. This is where the interesting choice comes into play.

I implemented the script to allow the player to rotate each room around him. I also implemented the scripting to allow enemies to die when they fall from high ceilings.

Video Example of Gameplay

This quick video shows a presentation of how the game this end up will work. Every time a player touches a gear, the world rotates. This reveals new parts of the world for the player to explore. The level and art is a Work In Progress.

Explanation of Scale

The scale mechanic was the second implementation of the “manipulate the world” aspect of our game. The scale mechanic allowed the player to change the size of the room he was in. The Scale command reveals things that are previously hidden and allows the player to access certain areas that were previously inaccessible.  This is handy if the player needed to reach a stairwell that was too large or kill a boss by enlarging a hole in a room. This mechanic worked differently than the Rotation mechanic. The player did not have to touch an special object to use the scale mechanic. The player can use the scale command at any time he wants. The catch however, is that the player crush himself if he scales the world around him too much.

To implement scale, I created a function that checked to see if the player clicked the mouse. If the player clicked the mouse and was close enough to a scalable room, the room would get smaller. I had a few technical issues to overcome with this. The script checks to see how close the player is to a scalable room.  If the player is close enough, the room will scale. The main problem is that while the scale is happening the player’s collision with the world is temporarily broken. This causes the player to fall through the world. To fix this problem, I raised the character’s position in the world while the scale happens. After the scale is done, the player will remain in the world without any collision issues.

Video Example of Scaling The Environment

This video shows an example of scaling from the This End Up prototype. When the player presses the left mouse button while facing a scalable object, the object will grow or shrink. The scaling mechanic was originally designed for the game ‘Bob the Blob’. Instead of  the character scaling to traverse through the environment, the player manipulates the room. During the course of the game’s development, we ran out of time to implement this feature into This End Up’s levels.

Untitled from MarvinH on Vimeo.

Design Process

Near Final level based off of the gray box and environment sketch

I used Google SketchUp To build a gray box prototype

I Then created a top down sketch of the play area

I sketched out how the environment would look before going to Maya for modeling

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