Vectagon development blog, containing thoughts, secrets and tutorials from Tom, Matt and John.
Play online at vectagongame.com
Ok, I think we’re ready to start back up again. Thanks for being patient, we’ll have some more substantial updates coming your way soon!
I just started using C# Properties - something totally new to me! Either way, using them everywhere. Fuck you, appropriate context!
Hey there, lovely fans! We’ve been quiet lately, sorry about that. We’ve been working on the game in our own time for a fair while now, and we’ve been on a break for the past few weeks so the team can pursue other projects. We all still very much intend to finish Vectagon, and how we do so really is affected by your feedback. You want us to plug in sounds and a leaderboard and to release it ASAP? Can do. Want lots of extra content and secrets? Let us know.
We’ll be back soon.
You can just about see the tunnel splitting on the right hand side.
High FOV makes the geometry fall into line. Pretty unplayable though!
Time for some more theory! Today we’ll be looking at one of the 4 categories of play set down by Roger Callois; ilinx. Let’s start with a quote explaining just what this is.
"Ilinx creates a temporary disruption of perception, as with vertigo, dizziness, or disorienting changes in direction of movement." - Wikipedia
Some examples of Ilinx play might involve spinning around on the spot, riding a rollercoaster or eating some special mushrooms. Vectagon fits pretty nicely in this category. In fact, it’s almost defined by the category. Mechanically, Vectagon does very little to separate itself from the crowd - Super Hexagon, Temple Run, Doodle Jump all use twitch responses and rely nearly entirely on skill (ludus).
- Fotonica uses a strong sensation of speed to create ilinx.
"Ilinx, therefore, can best be understood in the context of videogames as an experience enhancer.” (Beyond Game Design: Nine Steps Toward Creating Better Videogames, p87).
Vectagon stands apart from the crowd because it’s a game designed around ilinx, using dizzying visuals, warping geometry and a strong sense of speed to draw the player in a hypnotic space that can fixate them for long periods of time - longer than if I hadn’t put focus on ilinx.
Small FOV results in some tidy Playstation dashboard effects!
Happy Sunday! Here’s another funky experiment from Vectagon HQ.