Roger's Gaming Cabin

A game is a problem-solving activity, approached with a playful attitude.

0%

游戏原型设计立项文档:记忆魔方 - Game Concept: The Rubik's Cube of Memories

简介/Introduction

在DMSP课程中,我们探索更具创意的独立游戏原型,我作为游戏原型创意的提出者和小组负责人,领导小组进行游戏原型的开发。小组成员来自数媒专业和声音设计专业,我主要负责项目大纲撰写、手册制作、关卡设计、逻辑实现和任务规划,其他同学负责包括关卡视觉设计、声音设计和叙事设计等其他部分的工作,具体项目内容如下:

“记忆魔方”是一个独立游戏项目原型,旨在利用声音的物理性质来解决谜题并探索非欧几里得空间的有趣特征。它被设计成一段穿越记忆迷宫的精神旅程,玩家将漫步在27个记忆房间中,这些房间在空间关系上将以形似魔方的方式排列。

在现实世界的魔方中,每个立方体只连接到一组特定的其他立方体,与之不同的是,我们的迷宫被放置在一个非欧几里得空间中,每个立方体之间的连接将变得不确定。从一个立方体房间穿过左边的门,你可能会发现自己最终神秘地进入了一个位于原来房间右下角的房间。

为了在令人眼花缭乱的非欧几里得空间里定位自己所在的位置,声音的物理性质将成为你最可靠的助手。当声波击中物理障碍时,会发生反射现象,这一现象可以进而帮助你区分真实和虚假的入口。声源的方向性线索可以让你通过倾听来揭示不同房间之间的空间位置关系。

每个人之间的本质区别在于他们独特的经验和记忆。探索属于你的记忆房间,从混乱的精神世界中找到平静心灵的锚点。

“The Rubik’s Cube of Memories” is a game project aiming at exploring the interesting features of Non-Euclidean space and the physical nature of sound. It is designed to be an spiritual journey in a maze of memories where the player wanders across 27 rooms of memories set up spatially as a Rubik’s cube.

Unlike Rubik’s cube in real world, each of whose cube is only connected to a specific set of other cubes, our maze is placed in a non-Euclidean space and the connection of each cube becomes uncertain. Heading through the left door from one cube room, you might find out yourself end up in a room which is located at the lower right side of the original room mysteriously.

To anchor yourself in the dizzying Non-Euclidean space, the physical nature of sound will be your humble and reliable assistant. The sound waves bounce back when they hit physical obstacles thus help you distinguish real and false entrances. The directional hint of sound source makes it possible for you to listen for a clue of revealing spatial position relations between rooms.

The essential difference between each individual lies in their unique experience and memory. Explore the memory room that belongs to you alone, and find the anchor of a peaceful mind from the chaotic spiritual world.

项目手册/Project Handbook

由我制作的项目手册:

The project handbook explains the inspiration, game setting, mechanism, gameplay and work allocation of the project visually to give a more clear illustration of the project’s aims.

Handbook
Handbook
Handbook
Handbook
Handbook
Handbook

核心玩法机制原型/Technical Demo

由我完成的早期游戏机制演示,需要支持空间音频效果的耳机:
We’ve implemented quick demos for the core mechanism of our game, you can check the videos from below links:



另外一位同学完成的早期游戏机制演示:

房间主题及视觉设计/Room Theme Design

由其他同学完成的房间主题及视觉设计:
27 rooms of memories provide plenty of space for creativity, some of the room theme designs are as below:

Room Theme

Room Theme Concept (part 1)
Room Theme Concept (part 2)
Room Theme Concept (part 3)
Room Theme Concept (part 4)

声音设计与多扬声器空间音频系统搭建/Sound Design and Spatial Audio System

声音是游戏的核心机制之一,它为不同房间之间的空间关系指明了方向, 同时也是沉浸体验的重要组成部分,关于项目的音频设计与空间音频系统的相关调查有声音设计的同学们负责,内容如下:
Sound plays a vital part in our game not only as core game mechanism, but also serves the need of emotion building for our memory rooms. You can find sound design demos and research from below links:

Ideas and Plans for Sound Design (SFX)

Methods for implementing spatial audio

Ideas for Musical Soundtrack

物理投影增加沉浸体验/The Physical Room Environment

为了弱化数字世界和现实世界的边界,我们将利用投影设备在游玩游戏的房间中添加额外的光影效果,并将投影内容与游戏内进程进行实时同步:
We’ve thought of more ways to make the experience more immersive for the player if time and resources allows.

Ideas on Staging the Physical Room

UI设计原型/UI Design Prototype

我们同样给出了简单的UI设计原型如下:
Original UI prototype for the game can be found here:

User Interface ( UI ) of the game “THE RUBIX CUBE OF MEMORIES”

后续工作/Next Steps

我们将在后续的4个月时间内完成项目的实际开发
We will further proceed the development of this project in following 4 months