Author Topic: Non-Euclidean Geometries in the DR  (Read 14655 times)

Aramara Meibi

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Non-Euclidean Geometries in the DR
« on: March 11, 2012, 07:50:34 pm »
Is this this sort of level design possible?

If so I would think it would be appropriate to use this sort of portal-based design in the Death Realm
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Chessire

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Re: Non-Euclidean Geometries in the DR
« Reply #1 on: March 11, 2012, 08:36:55 pm »
That would be friggin awesome indeed.

RlyDontKnow

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Re: Non-Euclidean Geometries in the DR
« Reply #2 on: March 11, 2012, 09:13:55 pm »
yes, it is possible using portals.
as you may or may not know in crystalspace (resp. planeshift) the world consists of multiple 3d spaces (sectors) connected via portals.

there are even examples of it in DR (if you manage to get to the bottom alive, there's a portal leading back up).

also there even are (somewhat) examples of such things, e.g. the sewers actually intersect with the plaza and several buildings you can enter are bigger inside than they are outside (e.g. kada-el's)

Aramara Meibi

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Re: Non-Euclidean Geometries in the DR
« Reply #3 on: March 11, 2012, 09:31:53 pm »
yes, it is possible using portals.
as you may or may not know in crystalspace (resp. planeshift) the world consists of multiple 3d spaces (sectors) connected via portals.

there are even examples of it in DR (if you manage to get to the bottom alive, there's a portal leading back up).

also there even are (somewhat) examples of such things, e.g. the sewers actually intersect with the plaza and several buildings you can enter are bigger inside than they are outside (e.g. kada-el's)

I suspected as such, but I wasn't sure. This would definitely give the DR that eerie otherworldly feel, very labyrinthian.
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Chessire

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Re: Non-Euclidean Geometries in the DR
« Reply #4 on: March 11, 2012, 09:44:12 pm »
The play with portals and different spaces can give that dreamlike feeling. If i'm right it is mentioned somewhere that the death realm is supposed to be a place where the wolrd's laws of physics space and time are defied or completely broken at times. Add some unnatural sounds and you have the perfect environment to creep out the careless klutz that got themselves killed.  ;D

Phantomboy86

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Re: Non-Euclidean Geometries in the DR
« Reply #5 on: March 11, 2012, 10:21:45 pm »
The sheer amount of loading zones would make people kill themselves irl.

(and then they just wind up in the DR for a personal hell \o/)

Rigwyn

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Re: Non-Euclidean Geometries in the DR
« Reply #6 on: March 11, 2012, 11:37:06 pm »
I think this could look really awesome if done well, but on the other hand it could look more like a bug otherwise.

Gilrond

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Re: Non-Euclidean Geometries in the DR
« Reply #7 on: March 12, 2012, 03:44:50 am »
I'm for it. As well as for promised city in DR, and other missing exits from it. And where are those creepy creatures lurking on the bottom?

Aramara Meibi

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Re: Non-Euclidean Geometries in the DR
« Reply #8 on: March 12, 2012, 06:42:22 am »
something else to consider, in order to create the sense of an infinite plane for the DR floor, would be to map it as an unwrapped toroidal surface (think Asteroids). I'm really not one to say if this is possible, but if it is, the effect would be neat. Think about the little 'island structure' we have existing in the DR as of right now. If you were to reach the bottom and walk away from it in one direction, eventually you would come upon it again from the other side. It'd be a total mindscrew :P
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Rigwyn

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Re: Non-Euclidean Geometries in the DR
« Reply #9 on: March 12, 2012, 06:48:06 am »

If you want to really screw with people, then just turn off the lights xD

You know what would be cool ?  A flying creature that grabs you from behind with its claws, flies around at random and drops you somewhere. ( perhaps just in one or two spots so as not to kill RP )


Gilrond

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Re: Non-Euclidean Geometries in the DR
« Reply #10 on: March 12, 2012, 06:54:13 am »
There is already a mirror portal on the bottom of DR which leads back to the top. But something invisible and confusing would be more fun.

Aramara Meibi

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Re: Non-Euclidean Geometries in the DR
« Reply #11 on: March 12, 2012, 07:28:53 am »
If you want to really screw with people, then just turn off the lights xD

That's the way the DR is for me with shaders on low anyhow :P

You know what would be cool ?  A flying creature that grabs you from behind with its claws, flies around at random and drops you somewhere. ( perhaps just in one or two spots so as not to kill RP )

Like those disembodied hands from the Zelda games that come out of the walls and take you back to the beginning of the level? It'd work best if it was randomized, or else it'd feel too mechanical, like the current NPC routes in the towns.

Speaking of Zelda, the Lost Woods levels were always like this. You would have to know the proper sequence to get through them, or else you'd keep looping back to the beginning.

How about a room full of Escher Stairs?


Loving these ideas, keep them coming :) If there's ANY part of this game that should be mysterious and convoluted, it should be the DR.
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Rigwyn

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Re: Non-Euclidean Geometries in the DR
« Reply #12 on: March 12, 2012, 07:42:10 am »
I originally read your post from a mobile device that did not show me your link... the first thing that came to mind was Escher's stairs... that would be crazy xD



LigH

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Re: Non-Euclidean Geometries in the DR
« Reply #13 on: March 12, 2012, 09:24:07 am »
Speaking of Zelda, the Lost Woods levels were always like this. You would have to know the proper sequence to get through them, or else you'd keep looping back to the beginning.

ESimilar to the "Monkey Island" games, where it was impossible to pass a specific maze without a support item, the game randomized the path back to the exit if you didn't possess it.

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Aiwendil

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Re: Non-Euclidean Geometries in the DR
« Reply #14 on: March 12, 2012, 01:34:51 pm »
ESimilar to the "Monkey Island" games, where it was impossible to pass a specific maze without a support item, the game randomized the path back to the exit if you didn't possess it.

Not everybody can have the head of a navigator to find a path through a maze...