# TWA. Atlas E (Jellyfish) **Code**: [[DESIGNS/ToyWorldsAtlas/CODE_ TWA - Puzzle E]] ### Improvements - I dont like 1.2 & 2.4 colours - Mouth blending / 2D rigging (see grass at the [[DESIGNS/ToyWorldsAtlas/Orangery_Doc|Orangery_Doc]]) - Also check Flash change ## Concept 4 sets of instructions. They get generated from a pool of possible sets at each load new scene load. If the instruction at the UI changes, victory conditions also do. When the instruction is completed, a green circle appears next to it, and the player can move to the next one. If the player fails an instruction, they flash red, and get empty again. The colours on the atlas don't change #### Colourants *Sliders — start in the middle (no colour = white, just for the start of the game) When moved change the colour gradually.* 1) Conscious / Mindless --> shader for the head -- moving shadows representing thoughts - When consciousness at maximum — stars appear around the head - Doesn’t change a body part 2) Animate / Inanimate --> eyes change from dead to smiling - There are 4-6 positions for eyes - Dead crossed eyes - Round eyes - Smiling arched eyes - Also changes the colour of the head's second layer 3) Good / Evil --> Mouth changes from angry to happy - 4-6 positions for the mouth - Angry - Talking (moving, yapping) - Smile - Also changes a body part’s colour 4) Tangible / Intangible --> Turns on / off colour blending 5) Visible / Invisible --> Transparency changes - On Invisible disappears completely. Just the head remains 6) Vulnerable / Invincible --> One part turns on/off (as if was severed in a fight). - The colour changes gradually - The part disappears gradually, fades away towards the head 7) Intelligible / Inscrutable --> Glitches appear: petals rotate, rules summary text flashes, colours blink, glass buttons' colour changes 8) Virtual / Real --> a 3D sphere gradually moves on camera from behind of the screen. It has a UV of A) eyes, B) mouth, C) face’s colour but no shader(?) **Backlog** - Tractable / Intractable --> Changed position / rotation each time another slider is moved ### Palettes - Head: BFE3E1 -> 82a3a1 - [Violet](https://coolors.co/palette/6e44ff-b892ff-ffc2e2-ff90b3-ef7a85) - [Rainbow](https://coolors.co/palette/1be7ff-6eeb83-e4ff1a-ffb800-ff5714) - [Rainbow 2](https://coolors.co/palette/ffe74c-ff5964-ffffff-6bf178-35a7ff) ### Technology **Blending** (*Didn't work*) - Colour filter through a sprite mask (Colour-filter blending option). See [YouTube tutorial](https://www.youtube.com/watch?v=d9NKqeNtobc) - Exclusion || Substraction || Negation Exclusion = A + B - 2*A*B ## Notes **Json**: 1 empty object with 1 script attached -- the object is attached to each of 7 sliders. 1 single method collects the value of the slider. Each slider has an index (7 indexes). If index is 1, the method for the 1st slider is called. It regulates its thing. Then if it slider with index 2, it has a different method that does its specific function, etc. ## Resource - **Haunted quote**: "Быть привидением не означает быть присутствующим, и призрач­ное наваждение следует ввести в организацию самого понятия. Всякого понятия, начиная с понятий бытия и времени. Это как раз то, что мы хотим здесь обозначить словом «призракологика». От онтологии она отличается лишь одним —онтология изгоняет бе­сов. Онтология есть заклинание." (Derrida, Spectres of Marx) - **Font**: [Russo One](https://fonts.google.com/specimen/Russo+One) ## Player Feedback ![[NEPOBJEDIVI/atlas.borders]]