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spelunking

Project Update 04: The Subzone (Spelunking with Glitches)

I took some time to see how else I could fiddle around with Unity. Eugene Soh’s GALLERY.SG initiative was looking for beta-testers, and since it also ran on the Unity engine but had simple characters and textures loaded for an alpha level, I joined the server and started to play around. I discovered an interesting phenomenon, whereby logging in two machines to connect to the same server leaves a shell of the first user stuck in the skybox area of the map. What I realised only later after conversing with Eugene was that he couldn’t see the first avatar at all, and all he saw was me in my second avatar standing on nothing. I found this interesting and also a little funny, so I recorded myself in Eugene’s gallery.

I then decided to document unintended glitches happening while I went about my daily routine. While the main idea is to only limit my “glitching of textures” to only Facebook screenshots, documenting these glitches which occured naturally outside of where I was looking seemed to be more attractive. In any case, these would help me to be more picky about the kinds of glitch aesthetics to employ in the Unity space.

The following video below documents a glitch on Facebook, after scrolling to the bottom refused to load more posts for reasons unknown.

A glitch on YouTube which occured while uploading a gameplay video I recorded. The progress bar kept fluctuating with it’s numbers, which only served to frustrate me further as the upload seemed like it would never finish (but it did finish, eventually…)

A glitch from something I broke while using Quartz Composer. I think I plugged in something that I shouldn’t be plugging in. The weird effect continued to play in fullscreen, but the weird thing was it only showed up as a static image in the recording below.

A quick check on my Tumblr site hosting the Unity webplayer showed that everything is still in working order. As of right now, I can begin the process of updating the assets and the environments textures.

Here are some shots from the Tumblr site with added navigation text at the top.

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Screenshot from the main page, with the header and accompanying text.
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Screenshot from the “What is this?” section of the site.
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Screenshot from the “Participate!” section of the site.
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Screenshot from the “Ask me anything” section of the site.

At the moment, I am still trying to figure out if it is possible to add a page on the Tumblr site and use it to host the incoming submissions. If that doesn’t work out, I might have to link the submission to another site and link it via a hyperlink. Also, Tumblr seems to act a little funky sometimes, which explains why the “Click here to submit” hyperlink on my site is not…hyperlinked…at the moment.

okay
How I’d probably look like when things don’t work

For now, more testing  on-going.

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The Subzone (Introduction)

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Exploring the idea of the subspace within the third space.

An example would be in games where areas are closed off and characters are supposed to only roam within a restricted space. In some instances, venturing off from the restricted space creates penalties for the playaer (e.g. timelimit warning to return back to the “safe zone”, death).  Other times, constant attempts to access the subspace within the third space in the games may cause corruption of data, unintended glitching and sometimes even crashing the game client. Can a player in the third space truly inhabit this space which is hidden from the naked eye? If so, at what cost to the other players or the game? How would this conflict with the intentions of the game itself?