I'd guess a necessary enhancement to make it more of a game would be to have it pop the dot when it hits so you can never rest easy.
I don't want to be disrespectful to OP but my PC is too old to run their game.
Congrats on landing a new job. What're you doing now?
But yeah, it works only with a mouse/tablet interface.
Wondering whether 1to1 mapping of the (input device)TOscreen makes a difference. Where dragging, multiple repositioning of the cursor, targeting the position brakes the fun.
hypothesis: it is fun when you can match the movement of the ball with your input device. (speed, resolution, smoothnes)
From the colophon :
> Each experience of Wayfinder is as unique and ephemeral as the natural world itself. The visual assets are assembled procedurally and delivered in real-time. The lines of poetry are created with a mix of artificial intelligence, machine learning and generative processes, providing thousands of possible combinations. As such, Wayfinder is an ever-changing, emergent artwork with infinite possibilities.
The generated haikus seem natural. I guess this might be one of the easiest genre of poetry for a computer to generate, with a well-trained model that can juxtapose matching lines.
I feel that using them both in a game is with-in the realm of possibility. So, I am less likely to be offended until I know more.
Happy to see this resonating with so many people. :) Feel free to ask any questions!
My question is, what factors made you decide to hand-craft it instead of using Unity/Unreal?
In hindsight some things would have been a lot easier with a game engine!
What were the 'item slot' looking things in the bottom left of the screen? I couldn't figure that out.
At one point, I had one filled, but I don't know how or what it meant.
We started the project with a small team, just myself (concept/code/design), Tiffany Beucher (illustration, character design and concept art), Guillaume Le Roux (modelling, animation and art direction), and production by the NFB.
As the project grew we brought others to help with different parts. You can find the full credits below:
The team were they on paid or volunteering bases?
I found Amit Patel’s blog to be a great resource for this:
Matt's work is an inspiration. His 'Audiograph' from a few years back took me down so many good paths, learning about palette choices, 3D cameras, audio analysis, and more. His stuff is a treasure.
(edit: the wandering game I couldn't recall the name of was https://bellwoods.xyz/)
1 - https://www.audiograph.xyz/
The JS code is unminified. It uses Three.js and Svelte.
But it's definitively beautiful and relaxing :)
Reminds me the emotional vibes of the game Monument Valley.
Love the randomness part of poetry creation, here are "my" poems :_) https://imgur.com/a/N8d7ayW
Edit: Well, I suppose that each user form a different combination of phrases in the poems, but now I'm not sure.
Another relaxing game I discovered a few years ago (I think also through HN) https://alexanderperrin.com.au/paper/shorttrip/
You're controlling a small railcar of some kind driving through villages and landscapes.
If you liked it, Journey takes it to the next level.
In fact, this Wayfinder game appears to take lots of inspiration from both of these games.
Avoid spoilers until you've played it all the way through!
Seems to work fine in Edge (Chromium)
The next generation of M-series chips can’t arrive quickly enough. I anxiously await my next laptop.
I like to play this one as well, not as artsy but super fun - https://play.gl/ - unfortunately it was not crafted as a PWA like this one.
I like these kind of games a lot
I decided to give it a try and wow! That game is something else. There's nothing special about the gameplay itself, it's even not that good but the concept of narrating your actions or having a dialog about the story and telling the story is extremely pleasing experience. Normally I would listen to podcast or open a YouTube video in the background as I play casual games. This is much better because your senses don't fight for attention priority.
Then I remember, in Half Life there were parts when an outside voice would talk about something relative(g-man or someone asking you do something etc.).
Every game should have a narrator or some kind of background voice taking you deeper into the story.
Maybe that's part of the lure of game streamers?
I'll have to check out Little Orpheus now.
And agreed they do interesting things with the narrator. It didn't hit home for me quite the same way that Bastion did, but I appreciate that they're constantly trying out new things.
Think of it as two people having a conversation about where you are and what's happening.
Now I remember, I think Max Payne also had an occasional background voice. It added so much to the atmosphere.
That game is an Apple Arcade exclusive. The end.
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Consider two games, Inside (a great art game) and Overwatch (a great "gamey" game). Inside is much less rich in terms of gameplay, but (in my subjective opinion) does much more with feelings. Overwatch, on the other hand, is enormously, ridiculously rich in terms of gameplay, but when you're actually playing it (as opposed to viewing the art), it's more of a dopamine binge.
There’s definitely a very common set of feelings you might miss or not see as intrinsic because most games are imparting them but that doesn’t remove them from existence.
Feel like I’m missing out :(
Brings back memories of watching NFBC films on reel to reel that my Dad checked out from the library. The cat came back ....
The credits list some 20 people put this together. It's lovely, though kind of feels like something 1 talented and artistic developer could do as a side project...
I found myself doing a lots of systematic circular scan of the entire area -- Not hard, but a bit frustrating, and it's a brute force strategy (not really fun).