Entity Attachment and Detachment – Experimentation Three:
Entity Rotation – Local Player Tracking:
The image above presents the modified station prefab divided into each of the 27 components. The overall modified station is roughly 30m cubed, allowing for 10m cubed sections. Such is large enough to create roughly a two meter gap between the structural members allowing a person to walk through, while furthermore allowing enough room for the required number of doors to be placed upon the installation with the main sectional levels of the structure. Finally in the final scaling and separation I had ensure I considered the point that people would be walking on top and beneath the installation planes, thus meaning with it positioned in the centre of each component that there would remain enough room, while additionally some particular members were required to be reformed as discovered in the first Sandbox version of the installation.
Upon developing the concepts above I discovered that the notion of creating a thin series of platforms was not going to be successful due that there would not be enough room due to the requirement of doors. Thus the platforms will need to be wider to accommodate this, while remaining to be thin enough to fit between the structural members of the station.
The concept sketches above portray the development of my Sketch Up installation as I have begun to consider and plan a more effect layout of the doors between the various intersecting planes. This has been difficult as one needs to consider the path of the person walking to ensure for one that they are able to make it to the next door, and secondly that they are not going to step through and fall between. I have also begun to develop the potential notion of stairs and ramps between the levels to see if what I thought would not be able to be achieved could be in fact. This has been unsuccessful as there is not enough room between the various structural members and the openings within the planes. Furthermore they would need to twist back and forth as it would be too step to achieve in one run, thus meaning more room would be required as well as an extra level of complexity.
The collaboration of images above presents the overall composition of the installation within the station prefab. We identify the manner in which the installation is uniform in its geometry working the same at any rotation upon any of the axis, allowing an individual to move throughout the structure. Such is enhanced through the collaboration of stairs as one is further able to move between the two levels. However within the final installation there will be in fact three levels. Additionally through careful consideration I have decided to remove the stairs component allowing the protagonist to simply ‘fall’ between the levels, thus doing so in a more ‘swiftly’ movement to represent the manner in which on with depression simply floats in a sense unconsciously through life.
The series of images above portrays the interior aspect of the installation concept. Hence the multi-dimensional paths and doorway, as one identifies the manner in which they interconnect. I quite like the manner in which the persona of the environment, through the unique dispersion of light is enhanced due to the influences upon the structural members of the station. However within these images we identify the first issue between the interaction of the station and installation as within the bottom left image we can see particular members block particular pathways and thus will need to be cut way and re-formed.
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.