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An Adventure Of Relativity
Updated 17 days ago
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Cheat The World With Rules Of Physics
An Adventure Of Relativity.

Project Summary:
You are teleported to a a new world, where the laws of physics, are mixed with each other, creating various different utilities for this new world.
You'll be learning different and various concepts of physics on a high level, through the game mechanics, that express these general concepts.
Project Inspiration:
I myself am getting a Bachelor degree in physics, and honestly, i along the years have found physics to be quite the weird subject, especially when in some cases, it kind of, doesn't make any sense and counter intuitive, but, proves to be sensible at same time, especially when modern physics came into play.

Works In Progress:
i did try to keep an updated form of the works in progress, and they're in far more details over here
https://grasswhooper.wordpress.com/category/unity-3d-student-challenge/
but if i were to outline core phases in short i'd say, there were some major design changes, and some major visuals changes.
Visual Changes:
major visual changes, are basically illustrated in these images.
initially, i was thinking of simply handling visuals, through simple primitive shapes, and a lot of camera effects, but as game progressed, i found it more and more difficult to distinguish between different units, thus i had to think of an idea, and i decided to use asset forge to create some units for me to use.
During that, i was still on the mindset that leaving levels empty like this would be best, and simply rely on the camera effects to make the levels feel, a bit not so empty, but that didn't work out so well, but i decided to stop with the visual changes for here, and focus on core gameplay, and creating levels.
Level Creation Process:
for creating my levels, i simply, Always, started off, with a simple, small sketch in gimp, represented by nothing more than squares.
after that, i'd use pro builder (Poly Shapes) to layout the walls, and floors.
however, for baking lights to work, i had to export the pro builder meshes first, which made integrating lighting into visuals a more of a hassle so i left that till the end.
Game Play Design Wise:
i have gone through a lot of changes into the gameplay,
initially it was going to be a lot more focused on time dilation, and thus i ended up creating various movement settings, but soon i realized, there isn't really much i can do, with just that, so i decided to scrap that, and turn into particle/light duality, but ended up with a whole set of other limitations.
i also had plans to represent electrons orbiting and things, through a bullet hell like play mechanic, but i just couldn't fit that into my schedule.
thus, i decided to change the entire lore, to where you are teleported into a different world, where physics, fields are mixed with each other, where classical interacts with quantum, and the gap between them, is no longer vast.
and to clear out the concepts, i decided to add a "Books" Menu which included more detailed explanations, of differences between our real world, and the world where you are teleported to, and that, helped me clear a lot of things, but it was a bit too late now, to add anything, especially with the fact that, around this time, final exams, were already rolling.
so i decided to complete what i got on my immediate to do list to achieve this vision, and be done with it, otherwise i won't make it into the dead line.
Final Polish:
the final week and a half, were mainly polish, i decided to use Buildings Constructor RTS to handle the visuals, as there was no way i could make enough time, to create my own models, in such time frame, especially with my modelling skills.
so, i turned pro builder walls, into, and added various props and created my own, through mixing and matching models of this kit.
and ended up with this.


for sounds, all i had to do was create events, and then fire them through Master Audio AAA and rest was easy.
Master Audio AAA is a massive time saver, i literally spent more time searching for sound effects and music, than actually setting them up using this asset within the game engine.
but that left out, the visuals of the UI, thankfully i found Kenny Space UI Kit, which was a saver for me, and ended up with UI that i am quite glad about.


Assets Used From Asset Store:
Camera Effects and Camera Play By Veta Soft.
Wire Frame Shader By Jolix.
Master Audio AAA.
Fracturing And Destruction By Ultimate Games.
Ultimate VFX By Mirza Beig.
Ultimate Game Music Collection By JOHN LEONARD FRENCH
Mega Music Pack By MUZ STATION PRODUCTIONS
GameMusicPack_SUITE By GT-K
Pro Sound Collection By Game Master Audio
Buildings Constructor RTS By GrigoriyArx (Mainly, for Environment)
Kenny Assets (UI Space Pack): UI
Grundschrift By Christian Urff : Font
Octave3D
Many of the hand made stuff are the code, which was inspired by and also, heavily expanded upon by some tutorials:
Pluggable AI Finite State Machine (Unity Tutorial)
i initially found this to be mind blowing, but as i began to use it, i found out, how many limitations it has, especially when it came down to AIs having a memory, and senses, another weakness was that, transitions were only going by one direction, and sometimes, i needed opposite checking, which in turn made me change the transitions part too thus, i had to literally expand it by a large margin
Point And Click Adventure (Unity Tutorial)
Interaction System which is pretty much the back bone of the game, where ever there was a sequenced event, i had to do use this system, of course, the system in the tutorial, wasn't suited enough for me, as it relied heavily on editor scripting, and the Conditionals, where global and static, and in case, of doors, for example, there was the need for me to have "instance" based conditions, that are only connected to the instance of some sort of prefab, it was tough, and made forced to change a lot of the core parts of the system in this tutorial.
but, this tutorial, was very good, because it was a good pointer in the correct direction.
the solution was by the way, creating a unique data condition class, an interface, to connect, different parts of the condition holding objects, into the editors, so now, the editors, only care about the interface, which meant, i could reuse the same editor on the conditions, for two different varied places, the instance conditions source, and the global conditions source gameobject.

Unity RPG Course Part 1 (Ben Tristem Course)
Was Inspiring for my weapon system, and units system, which literally included most objects in the game.
(characters, spikes, pushables, destructibles etc)

Scriptable Objects Revolution (Unite Talk, Watched On Unity channel) GameArchiecture with Scriptable Objects (Unite Talk, Watched On Unity channe)
was helpful, for creating, global variables, such as player mass, and momentum, i didn't really change much from what was in here, and was helpful, for me, to expand my knowledge about SOs in general.
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Asset Forge By Kenny:
this tool was also used for me, to create a variety of different units for the game, actually, only one unit(Character) was created by pro builder, rest of units(move, shoot, rotating turret and stuff) where created by Forge, and imported as Obj files.
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Other Sources Used:
Volumetric Lighting By SlightlyMad (GitHub Repo)

a video showcasing, gameplay, and some levels.
https://youtu.be/qYCcu32CXSI


Game Can Be Played At:
https://grasswhooper.itch.io/an-adventure-of-relativity

Mo'tasem Zakarneh
An intermediate C# programmer - Programmer
1
Comments
TheDrhax14
17 days ago
Indie Game Developer
It really looks epic
0
An intermediate C# programmer
TheDrhax14Finally you updated it:D
yeap :D i wish i could make a better video, but sadly, i got caught up, and failed in that part :D well, i did my best and i must say, i am somewhat proud of how it turned out, even though i had to cut a lot of my original ideas.
0
TheDrhax14
17 days ago
Indie Game Developer
Finally you updated it:D
1