MichaelFassbender
Member
Looks quite fun! For $10, I'm more than down.
Not So Grand Canyon
So you can shrink the whole world to make walking about easier? Or is that some sort of special object for the grand canyon?
Very interesting game mechanic.
According to the dev, each level will have a unique twist on the scaling mechanic as you progress. So in that level, you can grow and shrink the world as a wholeif you look at the gun it tells you when an object is shrinkable/growable, so that would be a custom level I believe. Makes sense, because allowing the user to change any bit of geometry in a level could get real messy from a design point of view.
Also, I looked and couldn't find an estimated release date on the KS. Anyone see it?
edit: nvm, found it. estimated delivery december 2014
I'm certain SCALE is going to blow my mind.
Here's a crack in a bridge where you need to get a particle.
SCALE Gameplay: Scale the world, explore the cracks in a bridge
How to make a SCALE Level:
Choose an Idea
1. Generate a bunch of interesting ideas (I always have way more ideas that I can ever possibly implement)
2. Choose an idea
3. Check this idea against the Idea Gauntlet - A series of questions I designed to help focus my work. For example: What is the insight? Can this puzzle only exist in SCALE? What is the purest form of this idea? What mechanics and elements does this idea include? How does it group conceptually with other ideas in the game?
The player is presented with a tiny house that can be carried, rotated, and manipulated. It can be scaled up large enough to enter. Once inside, it can be scaled much larger still (allowing entry into small nooks and crannies.) It can have objects inside it, including other houses.
The player runs through the front door of a house into the front door of another house into the front door of another house. Matryoshka houses. There are a series of timed switches the player must hit quickly; only by arranging the houses one inside the next can they make it through quickly enough. Or the reverse, have to start inside the smallest house and run out, scaling down each subsequent house to reach the timed switch quickly enough.
One interesting thing I noticed early in development was that scaling objects freely allows the player to bend time as well as space. If you can freely scale objects and environments, you can quickly traverse huge distances by making small adjustments to where youre standing on a scaling object. For example, if youre standing on a gigantic island you could walk for 10 minutes and still not make it all the way across. But if you can scale the island down so that it's the size of a hopscotch square you can take one step and be on the other side. I made a version of this idea with an actual island. That ones lost to time, but you get the gist.
Funnily enough, about thatHuh, reminds me of that forced perspective puzzle game
This looks pretty cool too though, definitely down for it whenever it comes out
When I moved back to California, I moved within driving distance of a bunch of friends. Some of these friends are working on similar, crazy games. Together weve formed what were calling The Impossible Club. That is, a bunch of us crazy nuts making games based on impossible geometry. The members include Hanford Lemoore (Maquette), Albert Shih (Museum of Simulation Technology), and Andrew Coggeshall (who also works on SCALE but has his own amazing first person lateral thinking puzzle game called Red Frame). Sometimes Willy Chyr (Manifold Garden) stops by virtually!
Funnily enough, about that
Oh nice, will watch this after work.11 minutes of gameplay and commentary from the latest update. Really clever stuff here and a cool look at the more architecturally-focused level design
https://www.youtube.com/watch?v=zGPjBMVQGHA
Those Kickstarter "release dates" when a campaign launches are basically meaningless once any stretch goals are achieved, among many other factors. They are release timeframes given when the game is in pre-alpha/alpha. It's like asking a writer when the book is arriving in stores while he's still doing the first chapter draft.Scale is now two years overdue :/ He really needs to nail down a timetable and stick to it.
Plus this game has more factors than usual given the unusual nature and physics of scaling mechanic.Not shocked, Shantae had a kickstarter back in Summer 2013 and was just released last month. These games, especially small teams take time.
After MN9, quality matters.