Saturday, October 2, 2010

Ideas for Experiment 2 and Porosity

Originally, my idea was going to be about creating an environment according to how the local player acts and moves around. My idea was that I would make a grid or flat boxes and I would walk around on them in the game, and the longer I stood on them, the less they would scale. So, if I was to run around fast across the boxes they would grow really tall because I hardly spent any time standing on them. This would investigate Porosity according to public and private space. The areas a run over fast and do not linger become/are shown as private space, non-accessible, unwelcoming. The areas I spent a long time in (the accessible areas) would then form a pathway through the 'city' and would perhaps be defined as pubic and 1-hour spaces, like Richard Goodwin is exploring.


After running this idea past tutor Andrew Wallace, however, we decided that it was not a good idea to have an environment that changes in the game, as if I ran through this and boxes shot up on the y-axis because I did not stand on them, then no other player/AI would be able to contribute to the shaping of the environment, so this idea was really very limiting.

I am now experimenting with Spawning objects that I custom make in Sketchup (that are similar to shapes that Antony Gormley uses in the works in the post below), that will hopefully each have a random rotation and random scaling on each axis. When I am in a place for a long time, more will spawn so the density will increase, and this will be shown easily as the objects will have a certain transparency to them. I am also planning on investigating the program 3D Ripper DX, which should allow me to save/capture the shape made by the local player as I move around the environment. This video shows the beginnings of this but using a clock (from Archetype Entities, Props in the editor):



These are the models I have been working on that were inspired by Antony Gormleys sculpture series' Framer and Aperture:

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