How To Play : use the WASD keys to move around, and the mouse to look around.
In response to this week's theme of Time, I made a demo scene in Unity
where the passage of time is linked to the movement of the player
through the scene.
Thinking about the concept of variable time, as introduced during the
lecture, I coded a rudimentary day/night cycle that is dependent on
how far the player has progressed through a long, narrow environment.
This was achieved by rotating the scene's directional light, as well
as changing the colour of the skybox, to create a visual difference
between day and night. Additionally, I tied the growth of plant
objects (using the same assets that I used in my Week 5 activity) in
the scene to the same player progression, so that as the player moves
through the scene, the world starts off barren, blooms into lush life,
and then returns to being barren. The result of this is that player
has full control over the passage of time in the scene, and are able
to make time progress, reverse, or come to a halt, depending on their
movement.
The conceit of player movement controlling the flow of time is
explored in the game
The Gardens Between,
developed by The Voxel Agents. A puzzle game about two friends
exploring a surreal dreamscape based on their memories, the player
controls the character's progression through time as they travel along
a set path. The player is able to use this temporal movement to solve
puzzles, remove obstacles that block the characters path, and avoid
enemies.