Closest we'll ever get to a "House of Leaves" game?
It's kind of charming how they get confused by thinking of a level map as a physical thing inside the computer :)
if you listened to the bombcast, the corner that had color bleeding through it that ryan was talking about is at 6:16.
Hey this QL uses the same tagline as the Dark Souls QL . Does than mean Anti-Chamber is the Dark Souls of Non-Euclidean Geometry ?
@Reisz said:
Guys I really want to play this, should I skip the QL?
I haven't played the game, but maybe 15 minutes into the Quick Look I turned it off because it was evident that this wasn't a blind playthrough and Ryan was moving past some puzzles that would be fun to figure out on your own.
I donno. I liked what i was seeing until the gun was introduced. turns the relaxing journey into a form of tedium. i also dislike puzzles for this very reason, though, so it's probably just me
@IanFoxDouglas: Thank You. I am really getting tired of hearing about non-euclidean geometry and yet in all these games parallel lines always stay the same distance apart!
for anyone reading these comments, the video description thing used to say "Brad and Patrick"
Watching this brought Braid to mind because it's another strong case for games as art. I like it.
@Greebman said:
how do you even program this
i think it might be simpler than people think:
This not-code will replace geometry that the player has already stepped through as they turn around to look at it:
"//" means 'Comments,' and is not code, and is only used to clarify pieces of code for you
//'replaceGeometry' will only be 'true' when stepping within certain boundaries
when: playerView < -90° && replaceGeometry == true //when player turns to look backwards within key areas
do this: delete currentGeometry, place newGeometry //swap one level tile with another
that's more-or-less how easy this would be. honestly to program this whole thing... all these different puzzles... would just be maddening for me. i hate puzzles. and this isn't representative of any real scripting or programming language; it just gives the general idea of how a person might structure this, having already set up the definitions of each included component already.
@Quantris said:
It's kind of charming how they get confused by thinking of a level map as a physical thing inside the computer :)
Yeah that was funny lol.
I don't think I can watch past 10 minutes of this video, I want to play it myself.
If you're going to be confused about how a game like this is programmed, you would probably have your mind blown by almost any game.
@dvorak said:
If you're going to be confused about how a game like this is programmed, you would probably have your mind blown by almost any game.
yeah it's much simpler than people think... i think.
I'm disappointed by the music in this game. Nothing says generic indie puzzle game like this new age-y ambient music, and Antichamber looks like it's so much better than that.
@chrissedoff: I'm curious, what would you suggest?
@TehJedicake said:
This looks dope as fuck
And yes, yes it does.
@HumanoidTyphoon: I don't know. Copy Harald Grosskopf's music maybe? Or even dead silence. I'm tired of so many games using the kind of music in this quick look. It seems very safe and uninspired to me.
This seems awesome, and most definitely makes you work your brain in a rad way.
Unfortunately, even just watching the QL is giving me a horrible migraine and I'm only fifteen minutes in. I don't think I'll be able to play this. :(
Sure, maybe your character in this game is never in any real peril, but it still doesn't mean that this game isn't creepy as fuck in a really weird way.
I like the looks of this. It's different than the usual fare. Actually a lot of that is different too, but often gets into the convention of being pixilated or whatever. This is a nice approach. I never bought Fez. The steps and such remind me of that earliar color game akin to portal.
Ok going to stop watching this, because I want to play it with as little understanding as possible.
@Greebman said:
how do you even program this
As far as I can tell it's pretty much just standard loading code you see in many modern games, just turned into a mechanic. In your average CoD or Uncharted any area behind you is being dumped out of memory and any area coming up is being loaded in. By doing this really quickly the world doesn't have to make sense as things never exist in the same space at the same time.
I'm not particularly interested in playing this as my standard reaction to navigation puzzles of this type is irritation and annoyance and often a bit of nausea too. However, I am extremely interested to see what the speed running community will do with it. Really curious to see how this game breaks. What happens when you go outside the bounds of the geometry?
@vonFlampanker: fuck yes. best book ever (well not really but yes, best book ever)
Ok, you cannot watch this video while also doing something else. It makes no goddamn sense.
So the game probably uses a portal system, just like the old Doom games and Portal.
http://en.wikipedia.org/wiki/Portal_rendering
This game looks amazing, and I love the Quick Look. But I can't help but feel like I'm ruining it for myself.
Another game where I find it far more entertaining watching other people play it than play it myself.
It's kind of annoying the way Patrick always has to over analyze everything in games like this. This QL needs more Vinny!