The first minigame had emergent gameplay as a prerequisite. One of us came up very quickly with the idea that the core mechanic could be using the player's "corpse" as a platform to navigate on. We initially planned to go with level design that made players die by way of fatal object contact so that their "dead" bodies would create platforms over these fatal surfaces. It didn't take us very long, however, to realize that this would simply be a prolonged and redundant form of pathway creation and would feel like a chore to the player. We subsequently experimented with the idea of having distanced platforms mid-air that the player had to bridge to get across, but that idea didn't give nearly enough complexity to the game to make it exciting. After some brainstorming, we eventually arrived at the idea "what if our bodies could BE the mid-air platforms?"
The first stages in the development process involved color coded zones that allowed for only specific kinds or rotations. For instance, in the green zone, the player character could only rotate by 90 degrees to be either vertical (tall) or horizontal, while in the blue zone, the player could only have 45 degree clockwise or anti-clockwise rotation from a vertical stance. We entertained the idea that the zones would switch color every time the player dies but that made the game needlessly complex and we abandoned the idea on paper itself.
To create an interesting challenge for players while creating emergence, we came up with the idea of having barren patches i.e., patches in the game space without color zones where rigid horizontal platforms already existed, so the player would have to figure out a way to get onto them only via the neighboring color zones. The platforms would hold either game score or currency. We got as far as integrating these platforms in one of our initial prototypes, but due to the color zones not being workable code-wise, we decided to space them much farther apart and get rid of the color zones altogether. What we ended up with was a game space that was to be scaled vertically more than horizontally, and with increased emergence since the players now got to create whichever platform the wanted. We noticed, however, that horizontal and vertical corpses didn't serve as very progressive platforms for the player's navigational needs, so we decided to have just 2 distinct 45 degree rotation options to create corpses with. By enabling player motion mid-air post jump off of one of the corpse platforms, we made sure that players have the luxury to change upward trajectory as and when it suits them. The trail renderer was instrumental in helping players realize what they were doing, since before that it was unclear due to the fast pace of the game and the camera's rapid motion. To add a bit of juice to the game, and as additional identification, we colored the two different roatations of corpses purple and green , so players know the platforms their heading towards by association rather by observation and can react faster to them.
The first stages in the development process involved color coded zones that allowed for only specific kinds or rotations. For instance, in the green zone, the player character could only rotate by 90 degrees to be either vertical (tall) or horizontal, while in the blue zone, the player could only have 45 degree clockwise or anti-clockwise rotation from a vertical stance. We entertained the idea that the zones would switch color every time the player dies but that made the game needlessly complex and we abandoned the idea on paper itself.
To create an interesting challenge for players while creating emergence, we came up with the idea of having barren patches i.e., patches in the game space without color zones where rigid horizontal platforms already existed, so the player would have to figure out a way to get onto them only via the neighboring color zones. The platforms would hold either game score or currency. We got as far as integrating these platforms in one of our initial prototypes, but due to the color zones not being workable code-wise, we decided to space them much farther apart and get rid of the color zones altogether. What we ended up with was a game space that was to be scaled vertically more than horizontally, and with increased emergence since the players now got to create whichever platform the wanted. We noticed, however, that horizontal and vertical corpses didn't serve as very progressive platforms for the player's navigational needs, so we decided to have just 2 distinct 45 degree rotation options to create corpses with. By enabling player motion mid-air post jump off of one of the corpse platforms, we made sure that players have the luxury to change upward trajectory as and when it suits them. The trail renderer was instrumental in helping players realize what they were doing, since before that it was unclear due to the fast pace of the game and the camera's rapid motion. To add a bit of juice to the game, and as additional identification, we colored the two different roatations of corpses purple and green , so players know the platforms their heading towards by association rather by observation and can react faster to them.