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DarkBASIC Professional Discussion / Alter Game Through Perception (revisited)

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Derekioh
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Posted: 15th Sep 2012 23:51
So I am creating a game based on perception, First Person view game in a 3D environment. It is puzzle based in the fact that you use perception to traverse in levels. If you can go over a gap or climb up stairs, you simply find a position to create a perception that looks like you can and then a "reality shift" occurs making that perception a reality.

Now that you have a bit of background, what do you like is the best approach to achieve my vision? What I mean is, what mechanics should I implement to create this reality shift happen?

New World Order
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Posted: 16th Sep 2012 00:36
speaking off the top of my head without doing much thinking (probably not a good idea ) I'd say you might look into system that uses an invisible layer on which all objects have a one-color texture. Then you render this layer to an image on which you use the color information to construct the 2d reality...
So, say the background is rendered as black, while all objects that the player can stand on are rendered in white. Then you would have a white "landscape" on black and could (somehow^^) construct your platform world from that...

There was a thread on here at some point in which the author (it was a tutorial) explained how to use this kind of hidden layer-technique with colored areas to make a button layout for a menu. Essentially the program checked: Is the mouse over a red are? yes -> click = start game. green area -> click = quit game... etc.
Instead of using this color code for buttons, you could create the 2d "platformer" world and check 2d collision of your character...

I hope this even made some sense^^ tired
Derekioh
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Posted: 16th Sep 2012 03:38
Haha well I was playing on doing the white and black idea for the reason of perception not being convincing enough unless it was the same color. Not sure what you mean by the invisible layer though as this would depend on what you see on the screen, what angle the camera is, etc. but if you could explain further i might get what you are saying. Anyways, the only way I have come up with is measuring the pixels (since it will be black or white) and extend only those pixels on the object but that was also on the top of my head

New World Order
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Posted: 16th Sep 2012 12:31 Edited at: 16th Sep 2012 12:31
what I meant with the "hidden layer" was basically what TDK describes in "Method 2 - Hidden Button Zones" in this tutorial:
http://forum.thegamecreators.com/?m=forum_view&t=106004&b=10&p=0

only instead of having an image with the button zones, you render a new image from the perspective of the camera every frame and then use this image to create the 2d environment.. *Hidden* because that would allow you to give your 3d environment a cooler look than just black/white, but retain the functionality of masking the objects.. But for starters the straight forward black/white approach is probably best... you could probably just check if the pixel under your character's feet is white or black. If white, stand still, if black fall down. Same thing with collision wit walls to the left and right...
[edit: added link tag ]
Derekioh
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Posted: 19th Sep 2012 00:47
so this is a bit off tangent....anyways:

how do i find the vertices in the 4 corners of an object that i am facing? no the true corners, just what i can see?

Mobiius
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Posted: 19th Sep 2012 14:58
Sounds like the XBox live arcade game, Fez..

I live for video games! (And beers, and football, and cars!)
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Derekioh
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Posted: 19th Sep 2012 22:27
not even a little bit.....

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