Posts Tagged ‘ripples’

Design meeting summary 3 : Dark of the Creative

Thursday, October 20th, 2011

Another meeting, another summary!  Yeh!

I’ll write a shorter post this time around…but other posts will come!

Basically, we thought that the first release should be focused on the four following components : bubbles, ripples, emitters and environment (mostly walls for the time being).  We have to add to that the actual player’s avatar.

I’ll detail each of these components over the next few posts, but I’ll do a little summary here, even though you probably already get the idea.

Quick description :

Bubbles :

Bubbles have a size, a thickness (pitch-controled) and an influence force (volume-controled).  The thicker they are, the sturdier they are (slower, but more resistant) They can burst if there is to much tension applied on them.  They are a mean to counter ripples effect, depending on their properties.  They can be stretched and modified to adjust some of their properties.  They can also bounce on some walls, at the expense of their size.  The player’s main concern with them is going to be their lifespan, which is limited. The bubbles can pass their properties to emitters.  Finally, they can push or absorb objects, such as emitters, depending on their influence force.

Ripples :

Ripples have less properties, but are nonetheless very important.  They have a strength, which determines how each ripple will affect an object.  They also have frequency, which determines the rate at which the ripples will emanate from their source.  Finally, the ripple travel at a certain velocity to a certain distance from a certain angle.  They can bounce as well.

Emitters :

An emitter has a precise location.  Some can move around or be captured by bubbles and other don’t.  Each one has a specific sound that it will emit, whether it be the sound contained within a bubble or a sound designed by the awesome audio designer.

Environment :

This one is even less complex.  There would be two types of wall : bouncy and non-bouncy walls.  Bouncy walls would let some bubbles bounce on them.  Pretty straigth-forward, isn’t?

I will detail each component in the next posts in order for us to be able to prototype them efficiently. The next post is going to be about…(drumrolls) bubbles!