What is it?
aka BCs
When the player enters the collision box for Blank Corners, objects and FX within the space sway and jitter in response, like it’s alive. When the player leaves, or gets further away from the POI (in each area, there is a concentrated point of interest, not always in the middle), the objects and FX return to normal (less excited). By completing puzzles (indicated by normal-looking objects ie. children’s toys), the space calms and colour returns, connecting the surrounding ‘normal’ spaces together.
Why do I have it?
BCs are POIs that ‘take-over’ the strongest connections of the player character’s childhood memories ie. kitchen, playground, school classroom, school coatroom, bedroom, a favourite restaurant, ice cream shop they visited often. It is a unique way to communicate my concept and theme.
How can I build it?
| Player Actions | Area State | Effects of Player Action | Possible actions |
|---|---|---|---|
| Player enters BC area | ”Uncoloured”, blank slate. Objects are not too visible. | • Sound: humming, buzz. Think of faded TV static, muffled voices. A lost memory. | • Interact with small objects |
| Player interacts with small objects within the area. Wandering around, sound cues related to the object will direct the player. These small objects are a part of a puzzle. | Colour bleeds from each interacted object, bringing life to the area. The surrounding still remains obscure. | • Colour bleeding from objects | |
| • Sounds become clearer over time | • Complete puzzle within space | ||
| Player completes puzzle. | Whole area is illuminated. | • Sounds are much clearer. | |
| • Unique memory plays within the space, small cutscene. | |||
| • Area is filled. | • Shape sorter piece can be found in the area. | ||
| Player is able to leave BC area. |
Priority of features:
→ How does building the Shape Sorter system work? Quest items?
https://www.reddit.com/r/unrealengine/comments/1cr7yav/postprocess_global_desaturate_with_distance/