Skip to main content

3D Exploration Game : When The Sleeper Wakes


Somebody forgot to set their alarm...


The Text I have chosen to adapt, for the Art and Design Unit is When The Sleeper Wakes (WTSW), by H. G. Wells. I chose this based on the texts descriptions of large edifices and gossamer suspension bridges. This really got my imagination going and I have quite a few ideas I want to explore. 

When The Sleeper Wakes, H. G. Wells 

His first impression was of overwhelming architecture. The place into which he looked was an aisle of Titanic buildings, curving spaciously in either direction. Overhead mighty cantilevers sprang together across the huge width of the place, and a tracery of translucent material shut out the sky. Gigantic globes of cool white light shamed the pale sunbeams that filtered down through the girders and wires. Here and there a gossamer suspension bridge dotted with foot passengers flung across the chasm and the air was webbed with slender cables. A cliff of edifice hung above him, he perceived as he glanced upward, and the opposite facade was grey and dim and broken by great archings, circular perforations, balconies, buttresses, turret projections, myriads of vast windows, and an intricate scheme of architectural relief. Athwart these ran inscriptions horizontally and obliquely in an unfamiliar lettering. Here and there close to the roof cables of a peculiar stoutness were fastened, and drooped in a steep curve to circular openings on the opposite side of the space, and even as Graham noted these a remote and tiny figure of a man clad in pale blue arrested his attention. This little figure was far overhead across the space beside the higher fastening of one of these festoons, hanging forward from a little ledge of masonry and handling some well-nigh invisible strings dependent from the line. Then suddenly, with a swoop that sent Graham’s heart into his mouth, this man had rushed down the curve and vanished through a round opening on the hither side of the way. Graham had been looking up as he came out upon the balcony, and the things he saw above and opposed to him had at first seized his attention to the exclusion of anything else. Then suddenly he discovered the roadway! It was not a roadway at all, as Graham understood such things, for in the nineteenth century the only roads and streets were beaten tracks of motionless earth, jostling rivulets of vehicles between narrow footways. But this roadway was three hundred feet across, and it moved; it moved, all save the middle, the lowest part. For a moment, the motion dazzled his mind. Then he understood. 

Under the balcony this extraordinary roadway ran swiftly to Graham’s right, an endless flow rushing along as fast as a nineteenth-century express train, an endless platform of narrow transverse overlapping slats with little interspaces that permitted it to follow the curvatures of the street. Upon it were seats, and here and there little kiosks, but they swept by too swiftly for him to see what might be therein. From this nearest and swiftest platform a series of others descended to the centre of the space. Each moved to the right, each perceptibly slower than the one above it, but the difference in pace was small enough to permit anyone to step from any platform to the one adjacent, and so walk uninterruptedly from the swiftest to the motionless middle way. Beyond this middle way was another series of endless platforms rushing with varying pace to Graham’s left. And seated in crowds upon the two widest and swiftest platforms, or stepping from one to another down the steps, or swarming over the central space, was an innumerable and wonderfully diversified multitude of people.

Comments

Popular posts from this blog

Art and Design Exercises : Decontructing Art into Basic Shapes for 3D Modeling, Glastonbury Dam

The PoƤng of Art Glastonbury Dam, By Tyler Edlin, can be broken down into one large cube for the central building of the castle with another rotated and reduced for the roof. The wall is comprised of 4 cylinders with cones on top for the rooves. The tunnel section of the wall could be constructed from rectangles and cylinders using the difference boolean. For the details on the turrets themselves such as the wooden beams, I would use rectangles sunken into the surface to create the depth present in the facade. Alot of the surface detail is heavily repeated on a micro-scale and then on a macro-scale so I would probably try to create a detailed wall for example by creating the largest parts first then cut to get the tunnel, then add the rectangles to make up the supports on one small section and copy that across its breadth. Finally, I would then copy the whole thing for the other walls and make any changes that need to be made to distinguish them. using the same technique I would make t...

2D Side Scroller : The Final Idea

When the rubber meets the road. The Panda here represents  Covid-19 During the course of recent events, it became clear to me that my time was somewhat limited in this project. As a result, I have elected to go with my first idea, the Dung beetle puzzle game. This should provide me with a decent opportunity to stretch myself in the implementation and iteration of mechanically without requiring nearly as much in terms of asset creation which for this project at least isn't one of the marking criteria anyway.  The Dung Beetle Puzzle Game is changing slightly to just a puzzle game but keeping the core idea of pushing a large ball around as its main mechanic. So the player characters job is to get the ball to its goal and then make their way to the exit of the stage. This gives me a solid and simple foundation to build some hopefully cool puzzles off of without bogging me down in extra systems, which if you refer to my previous ideas was rampant. Even when stating that I have eyes...

2D Sidescroller Ideas : Jester: Medieval Warfare

We walk in the garden of his turbulence! This game idea comes from two places, one is the film 2001 A Kight's Tale which is an  anachronistic ' Rocky rip-off', set in medieval Europe's tournament jousting scene. The other inspiration is this Tumblr post. The elevator pitch for this game is, You play a jester who through various methods must disrupt the fighting going on around you. These disruptions could include a mini Dance Dance Revolution game to distract the enemy combatants, or sitting up a tree and slinging insults at the other knights to disrupt there marching. It would take the anachronistic style of A Kight's Tale  using modern jokes and jabs to create an air of levity. It would also be an inherently non-spatial game using systems other than the movement of the player to drive player engagement.  The levels required to bring this idea to fruition would be one tutorial that sets up the 2-3 mini-games and then 2 escalation levels where these are built upon...