attractor maps — example using uru
DESCRIPTION
Attractor Maps — Example Using URU. Charlene Beirowski and Edwin Blake. So here you are: now what?. look left. Lets check that out. Environment Description. Dry bones Wahrk Skeleton. Broken metal bits (Telescope wreckage from Riven). Fence around desert. ladder. cleft. - PowerPoint PPT PresentationTRANSCRIPT
Attractor Maps — Example Using URU
Charlene Beirowski and Edwin Blake
So here you are: now what?
19/2/11 UXGV: Attractors 4
look leftLets check that out
Environment Descriptionsign
gate
trailer
Zandi
windmill
cleft
tree
Dry bonesWahrk Skeleton Broken metal
bits (Telescope wreckage from Riven)
Dormant Volcano
Fence around volcano
ladder
Fence aro
und desert
Initial Concept Painting
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Josh Staub's (art director for URU) “2D Conceptual Matte painting of the cleft
desert area” (Photoshop)
Click on avatar at a position to see competing attractors
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Position 6
Position 5Position 4
Position 3
Position 2
Position 1
Audio
Other ways to move the action along ...
attractors
3
4
5
2
Back
Click on to see flow chart. Click on to see attractor
1
Position 1
Gate
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Wahrk Skeleton
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Cleft and Surrounds
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Windmill
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Zandi — Interactions
To Trigger Dude (Zandi) to talk → walk into his area
Click is used to interact with objects.
Can click on:Clothes
windmill brake
windmill lever
water bucket lever
to pick up letter
19/2/11 UXGV: Attractors 16Positions map
Attractor Decisions, Position 1
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Windmill?Tree at Cleft?
Sign?Trailer?
Y
N N N
Y Y Y
N
Avatarat new position
Zandi atTrailerSpeaks
Go downstairs
Look forcloth
Windmill Interaction
Cloths = 0 and Windmill brake = on
back Positions map
interactions
Attractor decision by player
Vultures?N
Cloth onbones
attractors
Click on to see flow chart. Click on to see attractor
3
21
Back
Position 2
Attractor Decisions, Position 2
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Zandi at trailer?
Windmill? Tree?
Y
N N N
Y Y
ExploreCleft &Go downladder
InteractWith windmill
Radio music,Zandi speaks
Cloths = 0 and Windmill brake = on
back Positions map
interactions
Attractor decision by player
Avatarat new position
Position 3
attractors
Click on to see flow chart. Click on to see attractor.
2
2
1
Back
Attractor Decisions, Position 3
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Windmill? Cloth?
Y
N N N
Y Y
ExploreCleft &Go downladder
InteractWith windmill
Cloths = 0 and Windmill brake = on
back Positions map
Cleft?
Get clothOn backOf van
interactions
Attractor decision by player
Avatarat new position
Position 4
attractors3
1
2
Back
Click on to see flow chart. Click on to see attractor.
Telescope wreckage from Riven
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Attractor Decisions, Position 4
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Metal bits? Cleft?
Y
N N N
Y Y
ExploreCleft &Go downladder
Cant domuch
Cloths = 0 and windmillbrake = on
back Positions map
Vultures?
Go to Bones &Get cloth
interactions
Attractor decision by player
Avatarat new position
Position 5
attractors
21
Back Click on to see flow chart. Click on to see attractor.
Attractor Decisions, Position 5
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bones?N
Y
Cloth onbones
Cloths = 0 and windmillbrake = on
back Positions map
interactions
Attractor decision by player
Avatarat new position
Wahrk Close Up
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Position 6
2
1
attractors
Back Click on to see flow chart. Click on to see attractor.
Attractor Decisions, Position 6
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vultures?
Y
N N
Y
Leads toCloth behind sign
Leads toCloth on bones
Cloths = 0 and windmillbrake = on
back Positions map
sign?
interactions
Attractor decision by player
Avatarat new position
AUDIO ATTRACTORS19/2/11 UXGV: Attractors 31
Audio
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grasshopper
Vulture1
Vulture2
vulture3
vulture4
vulture5
katydidcicada1
cicada2
Cicada3
Main wind loop
Wind anim loop
Desert ambient loop
Back
OTHER WAYS TO MOVE NARRATIVE ALONG ...
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19/2/11
Game Rules
I
UXGV: Attractors 34
Brake for windmill: push lever in room 1, brake → off
Windmill lever: if brake = off, and lever pushed, windmill → on
Journey Cloths
The Journey cloths are collected and the last Journey cloth that is touched in a particular age becomes the return location to that age.
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Game Rules
IICloths (7) collect to progress
to next narrative state. Cloth locations:
1.Behind sign at start2.Side of Trailer 3.Dinosaur bones4.Room 3 on wall5.Room 2 on wall: windmill = on & combination = correct &
blue com = pushed6.Room 2 on door: windmill = on & door 2 = closed & door 1 =
open7.Water bucket: brake = off & foot pedal = pushed8.If Cloths ≡ 7, and click on tree, go to next narrative state
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Game Rules
III
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Message in room 3 Wall puzzle: enter in combination; press button
Yisha comes to life and tells a message
at this time room cloth appears on wall
Game Rules
IV
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Water bucket contraption: Lever of the bucket must be pressed and then water
bucket will move down, iff the windmill is on.
Game Rules
V
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Once all cloths are obtained and player has message, then can proceed to the next narrative state
entered via tree: same design as the cloth logos.
this ensures that the player makes the association between the cloths and going through the tree
Clicking on the tree won’t work, until all cloths taken