The game has two mechanics, linking and environment, both of which are modulated by random chance and player movement, which determines through opaque mechanics, the position on the ending chart.
Linking uses the player’s motion through the world, with the world maps being a set of sixteen that are linked dynamic and static. These maps are somewhat linked in a hub-spoke fashion, where a set of central maps are picked randomly to linked to from touching any wall or object. These maps are central for the reason of static links, where certain specific walls and grey-black tunnels lead to one location every time. The main maps linked to dynamically dead-end through static links in smaller, more specific locations, mirroring the way specific cutscenes are seen.
The environment changes, based both randomly and on cycles. The game’s environments remain static geometry, with entities moving through being dynamic (determined by the map and random chance) and assets going through similarly dynamic changes. The game’s textures are on a cycle where every ten days, a new set is added to the existing pool The textures are regular, logic, downer, and sexual in that order, with additionals existing alongside via rare chance. The music in similar fashion is remixed, the coded-in tracks having their instrumentation switched by random chance.

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