Schrödinger's Levels - Legacy Devlog #27

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  • Опубліковано 29 лип 2022
  • === Wishlist Astortion on Steam ===
    store.steampowered.com/app/19...
    === Support the Channel ===
    / aarthificial
    === Livestreams on the Second Channel ===
    ua-cam.com/users/aarthificial2...
    === Tools I'm using ===
    JetBrains Rider
    Unity
    Motion Canvas
    Adobe Premiere Pro, Audition, Photoshop
    === Music from Epidemic Sound ===
    www.epidemicsound.com/referra...
    ENIGMANIC - What Do You Know
    #MadeWithMotionCanvas

КОМЕНТАРІ • 327

  • @Skymen75019
    @Skymen75019 Рік тому +898

    What happens in your example if the player chooses the left path, then backtracks and chooses the right path?
    From what you're saying, both would then load the up to down version and stick with it, creating the undesireable behavior you mentionned.

    • @aarthificial
      @aarthificial  Рік тому +673

      We discussed this on Discord but I'll also answer here in case anyone is wondering:
      I'm okay with a situation like this because it's the player who decided to backtrack.
      The same could happen even if there were no puzzles in both of these levels.

    • @timothymclean
      @timothymclean Рік тому +132

      Oh no, they have to go solve the other fun puzzle. Tragic.

    • @swalscha
      @swalscha Рік тому +11

      Sorry, I just saw that I repeated the question you asked 😅

    • @silenceplease6069
      @silenceplease6069 Рік тому +114

      @@aarthificial You could make a chain decision, so if the player chooses to go to the right, your system chooses the correct path not only on the right, but also, at the same time, on the left

    • @V_A_Kamas
      @V_A_Kamas Рік тому +28

      then you can get Wave Function Collapse or Spooky Action Over Great Distance

  • @dayf722
    @dayf722 Рік тому +432

    Honestly I LOVE coming across a door that "doesn't open from this side." There's this rush of wonder, like ohhh I'm going to be coming back through here later but I won't know when. And then when you open a door and realize, oh, I remember this! It's magic. I feel like if you smooth that over, you wind up with something like the dungeons in Skyrim, where they all start feeling the same. You come to expect that easy flow where you clear everything out and, oh of course there's a path that conveniently loops back to the entrance.
    You also run into a problem where you can't make one puzzle more advanced than another because you don't know what order your player will encounter them in. So instead of having two puzzles in sequence that get more interesting and build upon knowledge gained from the previous ones, you have two basic puzzles.
    I think there's an impulse to smooth out a game's flow for a better experience, but the fun in games comes from a designed set of challenges. If you don't have just the right amount of grit in there, you risk losing form and challenge and fun.
    Now, if you used this tech to make sure the player always went the *wrong* way first, that would be absolutely hilarious.

    • @doltramir
      @doltramir Рік тому +39

      Well, as I can see, nothing stops him from making chains of levels, that can be traversed both ways. Or level with only one direction (the regular one).
      But Cartographer is a really awesome tool.

    • @TheEpicGalaxy21
      @TheEpicGalaxy21 Рік тому +27

      I mean, I'm sure he can use this in ways other than just to make sure the player is always going the right direction so to speak. The levels that need to be smooth can be smoothed and the levels that need to be blocked or whatever can be blocked. So hopefully not EVERY thing is smoothed over.

    • @Pcat0
      @Pcat0 Рік тому +31

      I think you are missing the point, as he shows at 0:38 there still can be "door that don't open from this side" and linearish progression though the world where levels get harder as they go on. Not every directional level needs to be a schrödinger level. The point of this is that some non linearity is fun and bidirectional puzzles are hard to design so this allows for directional puzzles to be placed in non linear parts of the game.

    • @jarbarsi
      @jarbarsi Рік тому +22

      Could you imagine if he made the shortcut room example into a schrodinger level that always goes the wrong way first? That would be hilarious in speedruns, "ah shit, I forgot to enter the fucking shortcut room earlier and now I have to walk all the way back around, AGAIN >:/"

    • @korok2619
      @korok2619 Рік тому +1

      i love the idea of these schrodinger levels making you backtrack everytime x)

  • @Weckacore
    @Weckacore Рік тому +392

    Typewriter and Cartographer are just so incredible.

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p Рік тому +3

      are they custom tools? The names are a bit generic so searching didn't help much : p

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p Рік тому +16

      Nevermind, reading the other comments shows they are

  • @RugbugRedfern
    @RugbugRedfern Рік тому +865

    I am once again amazed at how well-designed your editor tools are! How did you learn to make Editor UIs like that?

    • @aarthificial
      @aarthificial  Рік тому +322

      Thanks!
      I mostly look at the source code of other packages like Localization and Shader Graph.
      The graph editor is based on GraphView so it was really easy to implement

    • @gigabytemmx
      @gigabytemmx Рік тому +41

      @@aarthificial is there a chance of you releasing it? id love to mess with this software and combine it with my existing adobe premiere skills!

    • @gigabytemmx
      @gigabytemmx Рік тому +36

      @@red13emerald looks like I'm paying for for a patreon subscription, I've been wanting to support this guy for a while anyway.

    • @jengal
      @jengal Рік тому +6

      @@aarthificial I would love to have a tutorial or architecture overview about how you did Typewriter, criteria and Cartographer. They are amazing.

  • @redundantqwail9088
    @redundantqwail9088 Рік тому +104

    What an elegant solution to a problem that's become so routine we hardly notice it anymore! I hope to see other games implement similar measures! Also, I imagine this gets rather convoluted when rooms have 2+ entrances/exits

  • @namordeihai6616
    @namordeihai6616 Рік тому +66

    Wow, your UI for Cartgrapher is really nice. This is actually strange to see so how quality animations in the devlog

  • @HappyKatze
    @HappyKatze Рік тому +25

    I subbed after Next-Gen Pixel Art, and it is crazy to see how fast time flies by. Your narrative and videos are of excellent quality, and I've learned much from your problem-solving skills. Thank you for the devlogs!

  • @Beru-qs3nc
    @Beru-qs3nc Рік тому +131

    I've been here since the start of these dev logs, I've never commented but now I just want to take some time to apricate this mans genius at game design. He creates his own tools that look like teams are behind them, and he come up with solutions that have never been used before. Im truly convinced this man is a once a generation genius.
    As someone who want to be a game designer one day, It would be an honor just to meet you.

    • @3than3rickson
      @3than3rickson Рік тому

      Ikr

    • @commenturthegreat2915
      @commenturthegreat2915 Рік тому +11

      Thankfully he isn't the only one! This is the kind of genius every game developer / designer has to come up with on a daily basis. This is just a peak of what's happening behind the scenes - and I hope it helps people appreciate the hard work all developers are putting into their games. Think about it - if it weren't for these dev blogs, you never would've guessed that this complexity was going on every time you enter a room! That's the kind of game design that's nearly invisible, but oh so brilliant - which makes up the vast majority of a game designer's work. And I'm sure that if you study and become a game designer as well, you'll be solving problems like these every day as well!

    • @meme_me
      @meme_me Рік тому +1

      I actually known what he was gonna do the moment He started the thing (the idea ofc not the code, Im not a game dev but I have a way to find solutions to things )

  • @David-ng9qh
    @David-ng9qh Рік тому +41

    Lowkey best devlogs I've ever seen.

  • @niofer7247
    @niofer7247 Рік тому +136

    This somewhat reminds me of wave function collapse for level creation.
    Also for left and right entrances do you need a different variant or could you just mirror the level.

    • @aarthificial
      @aarthificial  Рік тому +42

      You could just mirror it

    • @timothymclean
      @timothymclean Рік тому +4

      I imagine vertical variants would be a more interesting/frustrating design challenge...

    • @calpolman5791
      @calpolman5791 Рік тому +8

      @@timothymclean with astortion it could be easier, because of how the game's centered around gravity control. They could just make the up-down levels rotate gravity and become left-right levels

    • @PotatoClips
      @PotatoClips Рік тому +4

      The problem with mirroring the level is if the exits are not level, there could be a disconnect in map navigation flow.
      For example, you could have a series of rooms that all slope down from left to right in a '\' formation, but then you decide to go around and solve the second half of rooms right to left. now, instead of traversing down into a lower area, you are traveling down and back up in a 'V' formation, where the lowest point is in the middle.

  • @GaIaxysWitch
    @GaIaxysWitch Рік тому +8

    I feel like thia system would be really interesting to use in a long path of single rooms in order to reach a dead end, and when you get what you're supposed to do at the last room, the rooms going back change slightly as to make new puzzles or perhaps some kind of escape sequence, if you turned on the area's power system, for example. Great stuff.

  • @lachlanmccormick3486
    @lachlanmccormick3486 Рік тому +29

    I feel like this very quickly falls apart if the player wants to make _informed_ decisions on where they go, they check both paths, thus setting the direction of the room, and then chooses one, missing out on the other one entirely because it's now completely irrelevant. So we're back to the original problem of irrelevant rooms.

    • @pkslush
      @pkslush Рік тому +4

      Exactly, surveying both paths also means that the player didn't choose to backtrack and do the other puzzle.
      Additionally, if a player already has an easy, solved path to get from A to B, why would they go through a puzzle to get to where they already were. Even if they don't decide to backtrack, it doesn't feel very good to solve a puzzle that results in zero progress.
      The solution would be making it so that those circular puzzles aren't backtrackable, but then you can't have the player survey both rooms..

    • @RenderingUser
      @RenderingUser 5 місяців тому +1

      ​@@pkslushin that case, insert an additional hallway room between the normal room and the schrodinger's room. And make the hallway, a one way path.

  • @maxmuller445
    @maxmuller445 Рік тому +15

    Very cool idea, but it falls apart for players that have a similar playstyle to me: peek into every optional way and then decide where to go. In that case it would still feel linear but now you allways have to backtrack to you first peek, which might be very annoying

    • @GreatestPossibleGood
      @GreatestPossibleGood 10 місяців тому

      The condition for locking the room result could be on winning the puzzle, rather than on entering the room.

  • @rogercruz1547
    @rogercruz1547 Рік тому +5

    The idea of changing a part depending on any fact is also a good one... you can open doors in other rooms, even though it's not intuitive. Like restoring power from several places to a central one, and other story wide puzzle arcs...

  • @beans7747
    @beans7747 Рік тому +9

    i love your videos and as an aspiring game dev i reallyenjoy the fact you explain the actual concepts and how you did it

  • @sirwhatnot5899
    @sirwhatnot5899 Рік тому +2

    It's a neat idea but I'll have to see it in execution. From what I understand at the moment it sounds like making the player think they're making a choice without the choice actually mattering in the end by making both choices have the same outcome.

  • @codex4046
    @codex4046 Рік тому +1

    My first thought for the scenario at 1:23 would be just making one level for going down and one level for going up. And the player always gets the level for going down first (but mirrored).
    The advantage of this would be that you don't have to create 4 levels, but just 2. Though if the scenery is flowing into the other levels that wouldn't be a possibility.

  • @polyshrub
    @polyshrub Рік тому +1

    Once again amazed at the unique solution you find for the problem haha

  • @mrOverYeff
    @mrOverYeff Рік тому +1

    I only just discovered ur Chanel and u do so much amazing stuff, thank you

  • @leodesaintsalvy6948
    @leodesaintsalvy6948 Рік тому +1

    The level of polish in your videos and tools is just incredible. They're by far the best devlogs I've ever come across, keep up the amazing work

  • @supercyclone8342
    @supercyclone8342 Рік тому

    Your channel just got recommended to me and I gotta say, this is really cool! Thank you UA-cam algorithm!

  • @Wrincewind.
    @Wrincewind. Рік тому +3

    pretty neat! Though I figure the inconsistencies of level design will make walkthroughs a bit more challenging to write. 'here's how you solve this room, unless you came in through this door, in which case, do this instead...'

  • @ChaosNe0
    @ChaosNe0 Рік тому

    Cool concept. I enjoy these devlogs as they present interesting problems I never thought about before and also provide naturally fitting solutions.

  • @utoherozv
    @utoherozv Рік тому

    I adore your content. It keeps me hooked through sheer ingenuity. Just brilliant!!

  • @eboatwright_
    @eboatwright_ Рік тому

    I love the little animations inbetween clips!

  • @TheKikolito
    @TheKikolito Рік тому

    Everytime I see another devlog from you I get inspiration to keep learing unity! Started from pretty much zero but have been learning the basics gradually over the last few weeks. Love the videos and can't wait to see the finish product, keep it up!

  • @kanishkachakraborty
    @kanishkachakraborty Рік тому

    I spent the the day binging the entire Astortion devlog playlist and I am simply amazed by your work. Needless to say, I've subscribed and turned on notifs. Love the humour, and the educational value is simply icing on the cake. Can't wait to buy the game! :D

  • @ggbg6789
    @ggbg6789 Рік тому

    I’ve just finished your 26 devlogs and man, what a journey you have done. I really recognize myself in your 1st video. I have been thinking about starting a UA-cam channel to devlogs for a while now and the discovery of your channel might be the trigger.
    Keep your amazing and inspiring work, and I hope I’ll have the courage to take the first step

  • @kaleygoode1681
    @kaleygoode1681 Рік тому +1

    Great concept! I develop levels procedurally with spanning tree to decide the routes deliberately to avoid the situation but you've met, solved, named and shared it!

  • @DemonPig666
    @DemonPig666 Рік тому

    Absolutely can't wait to play this I'm glad I found your channel.

  • @Camper_Samu
    @Camper_Samu Рік тому

    this is a very cool design idea, thanks for sharing your creative process!

  • @squirre1_m4ster22
    @squirre1_m4ster22 Рік тому

    dude you are doing AMAZING! Keep up the good work I love to see such a smart person making a great game, my mind explodes with all the stuff you are able to do cant wait for the game to come out. :)

  • @qwendolyn5421
    @qwendolyn5421 Рік тому

    This is a truly amazing solution to this problem. Hats off to you!

  • @antydagames
    @antydagames Рік тому

    Super awesome! Love including ideas like this to keep things fresh.

  • @didiei3_ksd
    @didiei3_ksd Рік тому

    Man, this looks really nice! Your tools are amazing, it really inspires me to make and improve my own.

  • @igrb
    @igrb Рік тому

    You never stop blowing my mind!! this is genius and I love having this devlog because when I eventually play the game I'll appreciate all the effort that went into making it the best experience possible.
    Also, you make such high quality tools I'm sure they'll stick around even after astortion is released. Your next game will be standing in the shoulders of a giant with all these cool systems

  • @LucasTheDrgn
    @LucasTheDrgn Рік тому

    This seems like it could create an extremely interesting routing challenge for speedrunning, especially if some of these directed puzzles end up not being entirely symmetrical, e.g., if a room is faster to solve in one variant (maybe the entrance places you closer to key points) but is faster to *reach* in another variant. Very cool concept from many different angles!

  • @3than3rickson
    @3than3rickson Рік тому

    Genius - you always continue to inspire me with your cutting-edge game design ideas

  • @polandsilver3419
    @polandsilver3419 Рік тому +1

    Keep doing your work! You are one of the best gamedev youtubers! You are doing extremely good stuff, taking unusual topics and you have very good video quality! Good luck!

  • @reasonable1
    @reasonable1 Рік тому

    I'm a software engineer making web applications and your Typewriter system is super inspiring for in-app onboarding. Makes so much sense to me to treat software as a game. UI screens can be accessed from different paths and might show different dialog etc.

  • @FrostCraftedMC
    @FrostCraftedMC Рік тому

    in the example of 2 puzzles going down towards a goal room, you could make the secondary "now useless" puzzles first door open and reveal a new previously hidden door with a bonus prize

  • @Steets
    @Steets Рік тому

    Even ignoring the amazing design decisions and the amount of care that you're putting into this game, the utilities that you're using to create it are simply fantastic. If I didn't see a million other people in these comments saying that it was a custom utility, I'd think that Cartographer was some ridiculously expensive Unity add-on made by a professional company.

  • @DeXyfero
    @DeXyfero Рік тому

    i like this concept, i’ve seen it around sometimes, and i’ve always thought its an amazing idea. Good vid.

  • @evaneatsbacon
    @evaneatsbacon 5 місяців тому

    Amazing demonstration once again, so curious to see how these play out in your game :)

  • @AlphaLul
    @AlphaLul Рік тому +8

    This is a really interesting system. It seems like it would be pretty time-consuming creating multiple variants of many of the rooms though. I just want to remind you that it's okay to have players go the wrong way. Metroidvanias are built off of exploration and going the wrong way fairly often. It is a somewhat different situation with this game though, since you have to do the puzzles from the right direction to traverse the room, and it might not immediately be apparent that you're starting the puzzle from the wrong side. Anyways, very cool system and editor window👍

  • @KoshakiDev
    @KoshakiDev Рік тому

    Amazing idea. I love how the world essentially designs and modifies itself around the player's choice of direction, it creates a unique experience for any replays

  • @ElTaitronAnim
    @ElTaitronAnim Рік тому

    This is really neat, thanks for sharing!

  • @MirMarksman
    @MirMarksman Рік тому

    This devlog series continues to be so god damn cool. Excited about the game but the tools you make along the way are so interesting

  • @miloverreijt6396
    @miloverreijt6396 Рік тому

    One of the most entertaining channels i'm subscribed to. Great video!

  • @Shottos
    @Shottos Рік тому

    This is brilliant!

  • @jamesderaja
    @jamesderaja Рік тому

    This is an amazing level design idea this could easily make the player try different things and increases the replayablility of the game.

  • @hereticstanlyhalo6916
    @hereticstanlyhalo6916 Рік тому +2

    Wow, I really like this Cartographer & Typewriter system you have in place, I'm actively working on a game engine, and this is really cool, this is very inspiring for what I might require in my future games.

  • @3v1l73ddy
    @3v1l73ddy Рік тому +1

    I miss the light rays that show you what anchor you're connected to, I think they made things much clearer. The colour indicators for certain things also seem too close to each other in shade and hue so people who aren't good at seeing colour variation would struggle to tell, for example, which trigger is attached to which thing because they are all shades of orange that aren't too different. Other than that I just binged the whole devlog series and this game is looking epic. You're going above and beyond in some really interesting ways, I can't wait to see the final product.

  • @jameshasseriousedoubtsabou560

    Absolutely incredible

  • @ranzu3138
    @ranzu3138 Рік тому

    I enjoy learning game design a lot, makes me appreciate the games I play a lot more

  • @TheGeekRex
    @TheGeekRex Рік тому +23

    I'll be honest, if I were playing a game with two paths to get somewhere, there's no chance I'd leave the other path unexplored. I feel this is a bit of an over engineered solution to something that isn't even really a huge issue in the first place, cause players are either gonna meticulously explore every place in the map, or not care if they miss small areas like that.
    Not to mention you're greatly increasing the workload with the variation system, having to create multiple versions of every area, which you'll have to test and keep changes synchronized between if/when you find an error in one.
    Personally I'd just give the player a reason to want to check out everything. Maybe put money or items in areas. That's just my two cents. I think the system is really cool and could be put to good use, but for what you're describing, it seems like a complex solution to a minor issue, and introduces its own set of issues.

    • @aarthificial
      @aarthificial  Рік тому +23

      "over engineered"
      You must be new to this channel lmao

    • @ArceusShaymin
      @ArceusShaymin Рік тому +6

      I believe it's less a completionist issue and more of a choice and replayability issue. If you're making a game in which you have multiple paths and want the player to choose whatever path they want without having to worry about softlocks or other similar problems, this is a pretty good solution that also happens to increase replayability on the side. The higher the complexity of the level design the more difficult it becomes to implement, but in a 2d platformer with directional puzzles it doesn't seem like exactly a Sisyphean task.

    • @some-user
      @some-user Рік тому +1

      when you enter one of the two paths, I think you will exit through the other path, thereby allowing you to recognise that the two paths are just a single tunnel that you've already explored.

    • @Favmir
      @Favmir Рік тому

      Might be over engineered solution if it's just a small level. What if this solution was applied to a huge area?

  • @krycerkris
    @krycerkris Рік тому

    Clean video, clean game structure, clear code, clear UI, is there anything this man can't do???
    Massive props, you're amazing

  • @CoolGabrijel
    @CoolGabrijel Рік тому +2

    My mind is blown by the editor tools alone. Can't wait for the game.

  • @ashisharky
    @ashisharky Рік тому

    Every new devlog I see makes me more excited to see this game completed! I love this little mechanic described here!

  • @rogercruz1547
    @rogercruz1547 Рік тому

    Perfect name for the concept, I was wondering where you were going with the name but now it clicked hahah

  • @Skeffles
    @Skeffles Рік тому

    Fantastic solution to the problem!

  • @RandomProduct
    @RandomProduct Рік тому

    I knew I was right about this being a Fucking Useful Map Tool™. Well done, yet again!

  • @LinkEX
    @LinkEX Рік тому +1

    Your videos are always such a treat.
    The topics start from a familiar area, but often dive into useful aspects that I haven't seen discussed elsewhere.
    Not only that, you have a great teaching style:
    - a familiar situation for the introduction,
    - intuitive explanations for the costs and benefits,
    - good examples to make it stick, and
    - superb visualization throughout!
    As for the visualization: Is all animation done with Motion Canvas?
    I just figured out you not only have your own video on that, but that, in fact, you created it yourself!
    Definitely checking this out next.
    (Currently I'm looking for a FOSS version for creating videos. "Remotion" is the one that seemed the most promising so far.)

  • @AgentChick
    @AgentChick Рік тому

    This is actually such a brilliant solution to this problem, I don't think I've ever seen anything quite like this, though I guess it is also designed so the player doesn't notice :P

  • @pedeeli177
    @pedeeli177 Рік тому +1

    i love how your custom editors look in unity. I would love a video explaining a few advanced tricks you can do with custom editors

  • @nathanhedglin931
    @nathanhedglin931 Рік тому

    Using wave function collapse for levels is a genius idea!

  • @inbaker7564
    @inbaker7564 Рік тому

    that amazing editing, you have a great talent in creating games, for sure I will check out the game when launching, great job, it's continue like this❤

  • @ChannelOfJoris
    @ChannelOfJoris Рік тому +1

    As awesome as this is it seems like a scoping nightmare, especially for puzzles that go up or down or into multiple directions

  • @cristinocanga
    @cristinocanga Рік тому

    This is so insane and genius! :)

  • @nolram
    @nolram Рік тому

    Your tool-programming abilities are god-tier.

  • @man-o-valor
    @man-o-valor 11 місяців тому

    i’ve seen TWO episodes and i’m hooked 😅

  • @the_mm_159
    @the_mm_159 Рік тому +1

    Really nice video

  • @Cosmic0verlord
    @Cosmic0verlord Рік тому

    This game looks promising, I totally plan on getting it when you release it, keep up the good work

    • @Cosmic0verlord
      @Cosmic0verlord Рік тому

      Also side note, this is definitely the way I would have handled the level layout, with the dynamic level switching

  • @lime31373
    @lime31373 Рік тому

    This is very similar to how I plan to make the levels in my game. Very well explained. :)

  • @RexusprimeIX
    @RexusprimeIX Рік тому

    4:07 this gave me an idea; what if there was a level, or maybe a game event where the rooms are randomly connected. If a level, it could be that you do a set of rooms, then when you start backtracking suddenly the way you came from doesn't bring you back where you expected to end up, and now you have a puzzle to get out of this area. Perhaps it was some kind of quantum testing facility, but now it's broken and the rooms are acting sporadically.

  • @lyceenjps5353
    @lyceenjps5353 Рік тому

    You can make the example room at the very beginning bi directed by letting the player bring a green cube from the previous room.

  • @gavin5410
    @gavin5410 Рік тому

    A full game with this design philosophy could be ridiculously interesting for speedrun routing

  • @S41L0R
    @S41L0R Рік тому

    Thank you

  • @swalscha
    @swalscha Рік тому +3

    What if a player enters a room and decides directly to check the other possibility, this will cause both side to be directed the same way.
    I think you may add a "quantum entanglement" (to stay with your analogy) to define a definite loop on your map: knowing the state of one room force an other one to be definite (entanglement). Otherwise, a player finding a puzzle difficult in a room may track back and cause two directed rooms to be oriented the same way, forcing the player to back track all the map to switch on the door that she/he didn't open at first.
    Otherwise it's a good idea. I personnaly prefer a well designed linear game than a "OK" open-world game but I'm sure you'll find out how to make this new level of abstraction interesting.
    Keep up the good work 💪

    • @timothymclean
      @timothymclean Рік тому

      Yeah, I can definitely see some players breaking the game that way. Especially if they know different rooms can be loaded depending on where you enter them from..

    • @swalscha
      @swalscha Рік тому

      @@timothymclean It's not really breaking the game but if you have to go back on 30 rooms because you forced a directed room to be in a certain orientation, it'd be really annoying. Personnaly I think of "bad design" when I have similar issue in a game (nothing more boring than redoing successively a lot of rooms that you just cleared).
      A better option than the entanglement that I mentionned would be to open all the doors on a section if a player reaches a certain point on the map. It'd be a challenge to explain why to the player but it's a possibility.
      Abstraction always comes with annoying specific cases and has its downside (like procedural stuffs add a lot to the contents but are less enjoyable than a well design quest for example).

    • @timothymclean
      @timothymclean Рік тому +1

      @@swalscha Depending on details of level design, it could absolutely break the game. If there are two truly one-way corridors, one of which is supposed to get you to X and one which is supposed to get you from X, locking both into the to-X position permanently stops you from returning. It's something that has to be designed around, one way or another.

    • @swalscha
      @swalscha Рік тому +1

      @@timothymclean Oh yeah, I see now what you meant before. Well spotted!
      I think he mentionned graph theory somewhere, if he use it he should kind of be aware of that problematic.
      I have the impression that this design decision (contrarely to the others he made) will likely increase by a lot the development of the project whitout a substancial gain. I personnaly would have stick to the classic methodology : implement an open world game without gates except for single circular path adjacent to the open-world (one directed only and defined by design). Restrictions on other areas can be made with new ability requirements.
      Can't wait to see how he'll prove me wrong :)

  • @voracdesign
    @voracdesign Рік тому

    This is some high IQ thinking. I really loved how the simplied version (the colorful one) made the explanation much easier to understand. Everything was really straight forward and I enjoyed the video. Great one!!

  • @quintongordon6024
    @quintongordon6024 Рік тому

    Once again, a great video.

  • @mr3shba
    @mr3shba Рік тому

    This video is soo perfect ❤️❤️

  • @TechnicallyLogical2009
    @TechnicallyLogical2009 Рік тому

    I remember that character from a tutorial that you made. Nice job using it.

  • @x1CHIEF8x
    @x1CHIEF8x Рік тому

    this is gold for a game designer

  • @firelion3487
    @firelion3487 Рік тому

    Woah! What a cool idea!

  • @0x2480
    @0x2480 Рік тому

    not only is this great for casual play and exploration, i can see this causing making routes for speedrunning to be way more fun as well
    more devs should take this approach

  • @Crembonii
    @Crembonii Рік тому

    THIS IS SO COOL!

  • @AstonishedByTheLackOfCake
    @AstonishedByTheLackOfCake Рік тому

    another aarthificial upload, nice

  • @JamesTDG
    @JamesTDG Рік тому

    Man, I always love accidentally stumbling across these devlogs, helps teach me stuff about making my own games, even if I probably will never use these concepts.

  • @Zortan12
    @Zortan12 Рік тому

    You are an absolute genious

  • @Yekulten
    @Yekulten Рік тому

    I like this idea of superpositioned levels.

  • @Ariuss3
    @Ariuss3 Рік тому

    What a very cool solution.

  • @mnoble5406
    @mnoble5406 Рік тому

    Nice solution! I first thought you were going to use some form of entanglement, where entering one room sets that rooms and limits/sets the other rooms that lead to the same target. Also, creating multiple versions of the same room is probably best if you only have 2-3 entrances. I also considered making a level builder that flips the whole level on first observation if necessary, but that again is the old computation vs memory trade-off.

  • @genericname6064
    @genericname6064 Рік тому

    you are SO under rated. what you do is really cool and you're really good at explaining how you do it. Imo you should have at least 600k subs by now.

  • @mr.capoone5008
    @mr.capoone5008 Рік тому

    you're a genuine pro mate

  • @imjvn
    @imjvn Рік тому

    Babe wake up, new aarthificial vid just dropped

  • @voidjockey82
    @voidjockey82 Рік тому

    If I may voice a small idea:
    You could have an event in the game's progression and/or story that affects the Game World, e.g. if it's set in or on top a great machine, then activating it could have the world be reshaped as the machine begins assuming an active state or pershaps a calmitous event damages and thereby heavly alters the lay-out of certain areas.
    Due to the premise of this idea, the player would already have to be a bit further in thr game-world and would now have a new directive, making them go somewhere else.
    That way, one could use "pseudo-Schrödinger's Puzzles" in which there was a certain way the player could traverse this area the first time around but now the player has to venture through it in thr opposite direction but there is now a different puzzle for exactly that direction.

  • @collinvisser7108
    @collinvisser7108 Рік тому

    Very neat - thx

  • @davinrort2nd
    @davinrort2nd Рік тому

    reminds me of fast traveling in open worlds
    bc you usually have to unlock them and they may or may not be near a mission/something
    it gives you a forced exploration or you unlocked one already while exploring/doing something else

  • @krum3155
    @krum3155 Рік тому

    yay, astortion devlog again!!