Entity Attachment and Detachment – Experimentation Two:
Through some research on the internet regarding the attachment and detachment of various entities I discovered the system of organisation with the Crysis Sandbox 2 editor in the form of parent/child linking. The most appealing part of this discovery is the manner in which one is able to attach numerous entities together without having to use a flow graph. However as a resultant one is unable to detach the attached entities once attached within the game, meaning I would not be able to interact with my environment within one continuous motion. Therefore unless I am able to find a manner in which I can disable parent/child linking within game mode, I will stop researching this technique. The image below presents the manner in which this notion works.
Interactive Environments Within Popular Culture - Mars Bar CommercialUpon watching television I noticed a new commercial for Mars Bars which presents a prime example of an interactive environment as the protagonist directly influences lights within his environment as he gains energy from eating a mars bar. It was rather interesting in terms of the way in which lights had been used to define the resultant of eating the Mars Bar as it alluded to the path of the man as a secondary state. Such made me consider a similar notion in terms of my own porosity lens through the notion that my protagonists environment may not interact due to his movements but rather his purpose. I have included the video beneath to portray this concept.
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