Manipulation of time
pace of time
rate of time
passage of time
Proposing a project experimental level that will develop tools used for manipulating time in game.
Direct human input
generally thought to be multiples of real time (x1)
-slider bar
-numerical input
Indirect human input
reaction to human interaction.
-speed (activity and rest) (cars?)(from 1st person, as you move faster = time slows down)
-acceleration
-position from X
-public set/group (lines of sight)
-elevation above sea level
-street/building
-sound? decibals? tone? pitch? preassigned code?
-lighting quality? brightness? sunlight? natural/artificial?
-weather? temperature? sun UV exposure?
Proposing a project experimental level that will develop tools for tracing rest/activity in game.
form - minimap showing moving bodies in red, stationary bodies in blue?
method - 2 identical levels, 1)exploritory 2)diagram for minimap
- attach sphere to players
- create opaque red/blue (perhaps more shades to be developed as spectrum of rest ->
activity is refined.
- use flowchart programming to hide spheres when not moving, to reveal spheres when moving.
development - evolve level to include refined spectrum of red -> blue
- evolve level to distinguish between speeds (higher the speed, brighter the red?)
- evolve level to distinguish between accelerations (higher the rate, brighter the red?)
- develop method to record 2d minimap for analysis/overlay/manipulation (play slow
mo?fast?)
Schedule
-Programming Paradigms (Stanford)
-Zizek Talks
-Text on architectural representation, drawing, perspective, modelling
-Text on time, music
-Text on contemporary art theory
-Crysis Wars
-Essay writing, Poetry
-Hand drawing, diagram study
Tuesday, September 15, 2009
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