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Interactive Attractor Maps for URU Environment Exploration

Explore URU environment using attractors, interact with objects, make decisions, collect cloths, and progress through different narrative states.

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Interactive Attractor Maps for URU Environment Exploration

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  1. Attractor Maps — Example Using URU Charlene Beirowski and Edwin Blake

  2. So here you are: now what? look left Lets check that out UXGV: Attractors

  3. Environment Description Dry bonesWahrk Skeleton Broken metal bits (Telescope wreckage from Riven) Fence around desert ladder cleft Dormant Volcano tree windmill Fence around volcano trailer Zandi sign gate

  4. Initial Concept Painting • Josh Staub's (art director for URU) “2D Conceptual Matte painting of the cleft desert area” (Photoshop) UXGV: Attractors

  5. Click on avatar at a position to see competingattractors Position 5 Position 4 Audio Position 6 Position 3 Other ways to move the action along ... Position 2 Position 1 UXGV: Attractors

  6. Click on to see flow chart. Click on to see attractor 1 5 Position 1 4 3 attractors 2 Back

  7. Gate UXGV: Attractors

  8. Wahrk Skeleton UXGV: Attractors

  9. Cleft and Surrounds UXGV: Attractors

  10. Windmill UXGV: Attractors

  11. Zandi — Interactions • To Trigger Dude (Zandi) to talk → walk into his area • Click is used to interact with objects. • Can click on: • Clothes • windmill brake • windmill lever • water bucket lever • to pick up letter Positions map UXGV: Attractors

  12. Attractor Decisions, Position 1 Cloths = 0 and Windmill brake = on Attractor decision by player Tree at Cleft? Windmill? Trailer? Sign? Vultures? N N N N N Avatar at new position Y Y Y Y interactions Zandi at Trailer Speaks Windmill Interaction Look for cloth Cloth on bones Go down stairs back Positions map UXGV: Attractors

  13. Click on to see flow chart. Click on to see attractor 2 1 attractors Position 2 3 Back

  14. Attractor Decisions, Position 2 Cloths = 0 and Windmill brake = on Attractor decision by player Windmill? Zandi at trailer? Tree? N N N Y Y Y interactions Avatar at new position Explore Cleft & Go down ladder Radio music, Zandi speaks Interact With windmill back Positions map UXGV: Attractors

  15. Click on to see flow chart. Click on to see attractor. 2 attractors 2 1 Position 3 Back

  16. Attractor Decisions, Position 3 Cloths = 0 and Windmill brake = on Attractor decision by player Windmill? Cloth? N N N Cleft? Y Y Y interactions Avatar at new position Interact With windmill Explore Cleft & Go down ladder Get cloth On back Of van back Positions map UXGV: Attractors

  17. Click on to see flow chart. Click on to see attractor. 3 2 attractors 1 Position 4 Back

  18. Telescope wreckage from Riven UXGV: Attractors

  19. Attractor Decisions, Position 4 Cloths = 0 and windmillbrake = on Attractor decision by player Metal bits? Cleft? N N N Vultures? Y Y Y interactions Avatar at new position Explore Cleft & Go down ladder Cant do much Go to Bones & Get cloth back Positions map UXGV: Attractors

  20. Click on to see flow chart. Click on to see attractor. attractors 2 1 Position 5 Back

  21. Attractor Decisions, Position 5 Cloths = 0 and windmillbrake = on Attractor decision by player bones? N Y interactions Avatar at new position Cloth on bones back Positions map UXGV: Attractors

  22. Wahrk Close Up UXGV: Attractors

  23. Click on to see flow chart. Click on to see attractor. 2 attractors Position 6 1 Back

  24. Attractor Decisions, Position 6 Cloths = 0 and windmillbrake = on Attractor decision by player vultures? N N sign? Y Y interactions Avatar at new position Leads to Cloth on bones Leads to Cloth behind sign back Positions map UXGV: Attractors

  25. Audio Attractors UXGV: Attractors

  26. Audio Vulture1 Vulture2 vulture3 vulture4 vulture5 grasshopper katydid cicada1 cicada2 Cicada3 Desert ambient loop Main wind loop Wind anim loop Back UXGV: Attractors

  27. Other Ways to Move Narrative Along ... UXGV: Attractors

  28. Game Rules I • Brake for windmill: push lever in room 1, brake → off • Windmill lever: if brake = off, and lever pushed, windmill → on UXGV: Attractors

  29. Journey Cloths • The Journey cloths are collected and the last Journey cloth that is touched in a particular age becomes the return location to that age. UXGV: Attractors

  30. Game Rules II • Cloths (7) collect to progress to next narrative state. • Cloth locations: • Behind sign at start • Side of Trailer • Dinosaur bones • Room 3 on wall • Room 2 on wall: windmill = on & combination = correct & blue com = pushed • Room 2 on door: windmill = on & door 2 = closed & door 1 = open • Water bucket: brake = off & foot pedal = pushed • If Cloths ≡ 7, and click on tree, go to next narrative state UXGV: Attractors

  31. Game Rules III • Message in room 3 • Wall puzzle: enter in combination; press button • Yisha comes to life and tells a message • at this time room cloth appears on wall UXGV: Attractors

  32. Game Rules IV • Water bucket contraption: Lever of the bucket must be pressed and then water bucket will move down, iff the windmill is on. UXGV: Attractors

  33. Game Rules V • Once all cloths are obtained and player has message, then can proceed to the next narrative state • entered via tree: same design as the cloth logos. • this ensures that the player makes the association between the cloths and going through the tree • Clicking on the tree won’t work, until all cloths taken UXGV: Attractors

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