Week 1 Creative Piece
Theme: As long as we have each other, we will never run out of problems.
I thought about this for quite a while and then decided to riff on this theme by pulling together a couple of ideas I have been looking at recently. The idea of twins and duality struck me as an exciting way of viewing the theme, and I have been looking at simple 2d physics collisions and responses, flocking and steering and UI interactions that seem intuitive.
I had also just read an article in WIRED about “lunch break games” and the of jumping into a game for a quick moment of fun so, I wanted to play with wrapping these things into a concept game and see how I could get these things to work together.
A simple scrolling maze game using two circles paired at their center points that challenge the user to keep them as close to each other as possible using their thumb controllers so they can be moved as one. The player holds the phone like a game controller and controls the game piece by tilting the iPhone in six directions. He/She races against the clock and the ever-increasing scrolling speed. One of the circles will have some physics agency of its own, forcing the player to try and keep the two paired while moving them through the maze-like obstacles as quickly as possible.
The maze is generated using flocking like barriers where the separation, alignment, and is controlled using an algorithm with randomly generated parameters. The player chooses a game piece at the beginning of the game is unique form the other. Some will be harder or easier to control, while others will be faster or slower. This is left up to the player to discover. The game will use analogous color palettes. The game levels are colored by choice of game-piece at the beginning and will change in tint and saturation as the levels increase. The color will also change with the game piece as it collides with the maze. Players work to best their top score, and the speed and complexity increase the longer the is to push forward without crashing and burning.
The game will be developed using Flutter, and it is expected to be a challenge ( see link below ) but able to deliver to both popular platforms efficiently. I have been working on my Unity skills but fell a bit better with flutter at the moment. I have had problems with getting these keep from breaking on iOS with ARKit, so that was off the table this round.
I use a Mac, and the IDE will be Visual Studio Code. I have installed the integrated features for testing by installing Android Studio and updating Xcode for the simulators.