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The harmony of the end of the world
Updated 6 months ago
Game
In development
"The harmony of the spheres is an ancient theory, based on the idea that the universe is governed according to harmonious numerical proportions and that the movement of celestial bodies according to the geocentric representation of the universe - the Sun, the Moon and the planets - is governed according to musical proportions; the distances between planets then correspond to musical intervals. It is believed the harmony of the planets only sounded in consonance at the time of creation."
"The Harmony of the End of the World" is a point and click 2D video game, which has 4 levels.


Introduction
In an inn, located in the middle of the forest, a woman disappears. She is a herbalist and is part of a secret and clandestine organization that investigates the harmony and movement of the planets, based on the work exposed in the book "Harmonices Mundi", written by Johannes Kepler (German astronomer, 1571-1630). This theory can be traced back to Pythagoras and states that the planets keep a certain musical harmony and are governed by the same proportions. Kepler writes on a staff a melody for each planet and another for the moon, and makes it clear that at the only time the planets sounded in agreement was in creation.
This secret organization observes that soon the planets are going to sound in harmony again, as happened in creation, and they discover that when this happens the opposite is going to happen: the end of the world.
The mother leaves to her son, who is not aware of his activities in the organization, a series of hidden riddles for him to solve himself and thus discover his investigation, what will happen and what was the reason for his disappearance.
Inventory/ menu/ pause menu
Objects collected by the user are immediately placed in one of the empty inventory boxes. The user will be able to display the inventory at any time by clicking on the tab that appears on the right side of the screen. Once acquired the necessary objects to solve a puzzle, the user must click in the zone in which the puzzle is solved; thus the object that was in the inventory will appear automatically in scene and will solve the puzzle. Inventory objects cannot be moved or dragged, they can only be used once the user distinguishes the utility of the same in relation to space.
The Menu will have 5 buttons: Start (you enter the forest to start the game), Continue (to resume a game that had previously been paused), Credits (information about the players), Help (click commands) and Exit.
The Pause Menu can be activated by pressing the ESC key at any time during the game. The user returns to the Start Menu and can choose to resume the game, restart the game or exit.
Defining Objects
Key Objects
The key objects are stored in the inventory.
  • Key (A): it is the first object that is stored in the inventory, necessary to enter the inn.
  • Bottler (B): object necessary to solve the puzzle "card", used to throw drops of the liquid contained in the bottle (I) on the card (N).
  • Cassette (C): object needed to solve the puzzle "cassette", which reproduces the contents of the cassette (J).
  • Jar (D): object needed to solve the puzzle "letter". It contains a particular liquid that can unveil the hidden message contained in the card (N).
  • Cassette (E): object necessary to solve the puzzle "recorder". It contains the recording of a sound capable of breaking the lens of the telescope. It is hidden in the flowerpot that is in one of the rooms of lodging.
  • Mayor (F): object necessary to solve the puzzle "aljibe", where the telescope is deposited.
  • Lens fragment (G): object acquired once the puzzle "casetera" has been solved, used to solve the puzzle "soga".
  • Rope (H): object acquired once the "rope" puzzle is solved, necessary to solve the "cistern" puzzle, as it will be used to make the bucket (K) reach the bottom of the cistern.
  • Letter (I): object acquired once the puzzle "casetera" has been solved, as it is inside the telescope. It provides the player with information about the story; in addition, it contains a hidden code formed by the Platonic Solids (regular and convex polyhedrons), since Johannes Kepler looked for ingenious justifications for Plato's association between polyhedrons and elements.
  • Catalejo (J): object used to solve the final puzzle. To do this, it is necessary to solve the puzzle "card", since this device allows, through a system of buttons, to place the hidden code in the card.
Narrative objects
Narrative objects are not stored in the inventory, and can be accessed as many times as the player wishes. When selected, they are displayed as a detailed plane.
  • Granma's photograph (K): Photograph of an ancestor of the family living in the house.
  • Old map (L): city where Johannes Kepler lived and studied for some years.
  • Mother and child photograph (M): Photograph of the mother and child living in the house.
  • Open book by Kepler (N): Leaf from the book "Harmonices Mundi" by Johannes Kepler.
  • Astronomy poster (Ñ): Model of the platonic solids of the Solar System, proposed by Johannes Kepler in 1596, in his "Misterium Cosmographicum".
Development of the game
Level 1 - The inn
Forest
The player starts in a forest and must slide to the sides. There he discovers a house, which he cannot enter until he acquires the key, which he must look for in the forest. When he obtains the key object A, the key (2.3.1), the player can enter the house.
Foyer
The foyer is the first space in the house that the player accesses. There you can see the narrative objects K and L (2.3.2). From the lobby the player can enter the character's room, the mother's room, the kitchen or can go to both sides of the hallway.
Mother's room
This room provides the player with information about the person who lived in it: an herbalist; and evidence that something happened in that place, due to broken and thrown objects. The player gets the key item B, the dropper (2.3.1).
Son's room
This room lets the player know that it was inhabited by an astronomy enthusiast or astronomer. You can access the narrative objects M, N and Ñ (2.3.2). To obtain the key objects G and I, the lens fragment and the card (2.3.1), the player must solve the puzzle "cassette player". Once the key objects D, B and I, the flask, the dropper and the card (2.3.1) have been acquired, the player can solve the puzzle "card".
Kitchen
In the kitchen, the player acquires key object C, the cassette player (2.3.1).
Accommodation rooms
Lodging rooms are characterized by being equal to each other, but each one presents a particular object, forgotten by the last tenants. However, the player can and must interact with each of them in order to obtain the key objects D AND E, the bottle and the cassette (2.3.1).
Bath
In the bath, the player gets the key item F, the bucket (2.3.1).
Dining
The player can't do anything in this room until he solves the "cassette" puzzle, as he needs the key object L, the lens fragment, to solve the "rope" puzzle. Thus he obtains the key object H, the rope (2.3.1), from which hangs the lamp of this space.
Courtyard
To solve the cistern puzzle, the player must have the key items H and F, the rope and the bucket. In this way he gets the telescope, which presents a series of symbols that combined correctly form a code that allows access to the next level. To solve this final puzzle, the player needs to have previously solved the "card" puzzle.
3.2 Level 2 - The observatory (in process)
3.3 Level 3 - The organisation (in process)
3.4 Level 4 - The Tower (in process)
Tools and technology (in process)
Programming tool (in process)
  • Unity 2018.2.3f1
Visual Tools
  • Graphics: Adobe Photoshop
  • -Adobe After Effects
  • Animations: Unity 2018.2.3f1
Audio Tools
  • Fmod
  • Reaper
FA
Fiorina Albano
1
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