Life Inside a Classic Video Game
"On the other side of the screen, it all looks so easy." -- Kevin Flynn
If you were to take a piece of paper, draw a basic kid's maze on it, and then draw a line from the beginning of the maze to the exit, you have created and played a simple 2D game, something that could easily be made into a basic computer game. Though as a game, instead of a line being drawn, you'd probably want an object to represent the player (presumably something shaped like a person, even a stick figure will do). Then you might want to populate the maze with some sort of monster, robot, etc, that can attack you as you're trying to escape the maze. And unless you're sadistic, you'll want to give some kind of weapon to the player so he can defend himself.
Playing this game would be pretty easy for your average gamer, at least in the early levels. But if this game were being played by an inhabitant of the computer realm, surviving the maze would be an entirely different matter. Not only is it life-or-death to them, but they're actually having to run around inside of this maze... the walls of the labyrinth intimidatingly towering over them, diving and rolling to narrowly avoid attacks from the monsters, and pulling off spectacular trick shots with their blasters. A 2D game, represented in 3D. Just about anyone can see that video games themselves evolved in this way; a game like Berzerk or Robotron many iterations later looked like Doom or Duke Nukem 3D. For Tron: Anti-Virus, the intention is to provide a 3D first-person shooter, but treat it as if the 3D element is an extension of a 2D video game. That isn't to say that 3D won't be fully taken advantage of, merely that the basis of certain elements of the project are deeply rooted in gameplay mechanics that are commonly only used in 2D games.
Pondering over these old games has helped me think of a number of puzzles that I plan on including in T:AV. One classic game concept in particular has even inspired an entire level. Such inspirations aren't limited to level design either. It can also be found in the behavior of enemies in the game; how they move and attack, and how they must be killed.
It is my hope that incorporating these elements into Tron: Anti-Virus will create an experience that is somewhat unique to the first-person shooter genre, but is also strangely familiar.
Though I don't intend on turning this into a playable puzzle (at least not one that is actually critical to gameplay,
I felt like this post was an appropriate place to showcase it. I did it moreso as a programming exercise than anything else,
and to see how well eduke32 handled it. It's one of the earliest computer "games", Conway's Game of Life.
The Philosophy Behind T:AV - Part I
I felt like this post was an appropriate place to showcase it. I did it moreso as a programming exercise than anything else,
and to see how well eduke32 handled it. It's one of the earliest computer "games", Conway's Game of Life.
The Philosophy Behind T:AV - Part I
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