Project 01.03 - MediaToy Game Design

Last edited: July 26, 1999 - Lorna

Siggraph Demo Design

This is a demonstration of the MediaToy game product (soon to be named) for display at the Siggraph '99 Conference in Los Angeles August 8th to 13th, 1999. Each level listed in this document is not intended to be a full sized game level, but rather a mini-level that incorporates a simple goal and demonstrates the capabilities of both MathEngine and the MediaToy game product. While this demo incorporates elements of play, it is also considered a demo tool, it is easy to navigate between different sample environments and it is not necessary to complete a level to exit that level. All geometry that exists in this demo is honestly intended to reflect possibilities that will be available in the Object Library of the final game product.

 

Level Transitions

[Not guaranteed in time for Siggraph.]

White-out / white-in transition between scenes. Scene fades in first, followed by the avatar marble. Action/play begins immediately upon completion of avatar fade-in. Fade timing subject to testing. Avatar fade-in should effectively provide the player with at least a 0.5-second lead-time warning that action will start.

Visual reward upon successful level completion: avatar marble rises on platform, spins fast, and then fades out. Avatar marble returns to the same gateway platform in the Middle Earth that corresponds with the just-completed sub-level.

A distance measure "below" each level structure is required to trigger transition back to default/start in the event of lost marbles.

Gateways

For the final Object Library we plan to include a small variety of Gateways for players to choose from. For the purposes of this demo, each Gateway is a vertical hoop surrounding a semi-translucent "energy field". The field differs depending upon which demo area the Gateway leads to. They player rolls through the Gateway to transition into the next environment.

 

Sound

There is no sound in the current version of the demo.

 

Level 1: Middle Earth

As designed for JavaOne, a rolling, hilly (variable terrain / surface friction) landscape environment. The player may roam at will around on Level 1. Hoop-style Gateways linking to all other levels are scattered about the landscape of L1. If the player rolls off the rim of the level landscape into infinity, the player reverts to the starting position on L1.

- demonstrates collision (a tunnel is carved through the landscape)
- demonstrates non-orthogonal surfaces

- demonstrates MathEngine forces and particles (particle river runs through the landscape, current applies pressure to players rolling through it)

 

Level 2: MathEngine Bridge

As designed for JavaOne. Roll up the ramp and cross the (ball & socket joint) bridge to reach to gateway out.

- demonstrates ball & socket joints

An obvious way to tie our demo directly in with MathEngine's previous demo work. The MathEngine Bridge is attached to two variable-height risers, the whole placed upon a platform (no walls). A shallow ramp (shallow enough to allow the ball to roll up) leads up to the top of one of the taller riser. The exit Gateway for the level sits atop the opposite, shorter riser. The player must successfully cross the bridge to reach the Gateway.

Dropping off the rim of the level returns the player to the starting point of Level 1.

The Gateway returns the player to the corresponding gateway for L2 on L1 Middle Earth.

 

Level 3: Monster Ball Drop

As designed for JavaOne. Hit the invisible trigger to drop the balls. Push all the balls off the level to win. The gateway appears at the centre of the bowl upon the successful completion of the win conditions.

- demonstrates collision, including random collision of multiple objects

This level is a large bowl with a square, flattened rim. The Starting Point is at one edge, the exit Gateway at the opposite kitty corner. There are no walls around the rim. Invisible Trigger Points are placed at the remaining two corners, and at the bottom center of the bowl. When the player crosses any of these trigger points, at any time, four spheres (Baby Ball Drop?) drop onto the level from above. The player is pushed and jostled by the spheres, there is the potential for the player to become stuck, or to be knocked off the edge of the bowl.

Dropping off the rim of the level returns the player to the starting point of Level 1.

The Gateway returns the player to the corresponding gateway for L3 on L1 Middle Earth.

 

Level 4: Obstacle Bump

[For the curious: the original JavaOne level 4 "Obstacle Bump" has been rendered obsolete by other levels. We now use it as a test area. ~Lorna]

 

Level 4: Iceberg

Can you safely cross the treacherous ice shards of this shattered 'berg? Independant blocks of ice move up and down Level goal is to successfully traverse the environment from the start to each of the four extremities, touching the goal marker at each point. Goal marker to be an elevated, rotating object. Each time the player captures a goal, a visual reward of confetti is provided. Upon successful completion of the win conditions the elevators stop moving (at the level/default setting) and the gateway appears for the player to pass through. "Easy" and "hard" settings will be available, to provide alternate settings for the height and depth of elevator movements.

- demonstrates sliding joints
- demonstrates friction (ice theme)

- demonstrates particles

 

Level 5: Wobble

There are three ramps, three goals, and one "wobble cup". The wobble cup has a rounded bottom and a low centre of mass, when tipped over it rocks back to its default, upright position. The player must push the wobble into position next to each of the ramps in order to fall into it from above and reach each of the three goals. Goals are elevated rotating objects hovering over inverted cones (six-sided to match the wobble cup). The cones both visually mark the vertical axis in which the goals hover and protect the goals from access from floor level. Each time the player captures a goal, a visual reward of confetti is provided. Upon successful completion of the win conditions the gateway appears at the centre of the environment.

- demonstrates collision especially in terms of intentional pushing of an object into a specific position
- demonstrates
gravity and centre-of-mass effects

Need to tune arc/speed of wobble cup movement for more wobbling and slower reversion to standstill in default position.

 

Level 6: Ramps & Elevators

As designed for JavaOne.

- demonstrates spin dynamics (Coriolis effect)
- demonstrates collision
- demonstrates sliding joints
- demonstrates
ball & socket (with single MEWorld anchor) joints
- demonstrates alternate climbing / sliding solutions in level design

Camera may not be perfectly tuned for this level, tubes must be mapped with transparencies - mapping and implementation of this level prioritized after completion of levels 1 through 5.

Our most complex demo level, this one actually incorporates three mini-levels and a Gateway interconnected by slides and an elevator. Levels 6b, 6c, and 6d might be stand-alone if necessary.

Level 6a: The Double Funnels

The player is dropped dead centre between two square-topped funnels that are attached side by side. The outer edges of the funnels are topped by walls, the only way out is down. Funnel 1 connects to a rocker slide that leads to L6b. Funnel 2 connects to a long connected slide that leads to L6c.

Level 6b: Spinning Bowl

The player drops off the last rocker slide into a rotating bowl. There is no wall on the bowl rim. Two stationary funnels are placed next to (and slightly below) the edge of the bowl equidistant from each other and from the entrance point. Funnel 3 connects to a tube that leads to L6d (Mika note: this tube can Y-connect with a similar tube leading from L6c to L6d). Funnel 4 connects to a tube that leads to L6e (Mika note: this tube can Y-connect with a similar tube leading from L6c to L6e).

The player must successfully cross from the rotating bowl into one of the two funnels.

Dropping off the rim of the level returns the player to the starting point of Level 6.

Level 6c: Punching Bags

The player rockets off the slide at high speed into Level 6c, smash into a group of cylinders (punching bags) hanging from ME ball & socket hinges. These cylinders can swing in any direction, collide with each other, and buffet the player marble.

Two funnel mouths are embedded in the floor of the level. Funnel 5 connects to a tube that leads to L6d (Mika note: this tube can Y-connect with a similar tube leading from L6b to L6e). Funnel 6 connects to a tube that leads to L6e (Mika note: this tube can Y-connect with a similar tube leading from L6b to L6e).

Dropping off the rim of the level returns the player to the starting point of Level 6.

Level 6d: Elevator

The tube exits the player into the walled environment enclosing an elevator. The level walls are high enough to catch all but the most severely bouncing marbles - in order to catch players as they fall off the elevator obstacle.

The elevator is built with a stack of small, stationary platforms immediately adjacent to a matching stack of platforms that rise and fall in a unified, regular motion.

The bottom "step" is part of the moving stack. At its lowest point, it's flush with the level floor. At its highest, it is flush with the next step up. The hole in the level floor beneath the first step has no bottom, if the player falls through this hole they revert to the Starting Point of Level 5.

The player climbs the elevator by hopping back and forth between the moving steps and the stationary ones.

The top step is in the stationary stack, and is flush with the top of the wall on one side of Level 6a, centered perfectly between the two attached funnels of that level.

Dropping off the rim of the level (managing to fall and/or bounce outside of the elevator enclosure) returns the player to the starting point of Level 6.

Level 6e: Gateway

The tube exits the player onto an open platform (no walls) that is home to the Gateway. Depending upon the velocity of the player's arrival, we may be so kind as to add a back wall for them to ram into on the far side of the platform.

The Gateway returns the player to the corresponding gateway for L6 on L1 Middle Earth.