Thursday, January 28, 2010

Getting To Know Project Stratosphir - Today's Topic: Gravity

Over the past few weeks, Head Moderator Adz has teased the community with daily screenshots of Atmosphir’s latest update, codenamed Project Stratosphir. For many of us, these screenshots and (occasional) videos are the only connection we have with the game until its launch, which is currently aimed at February 8th, 2010. Today, I would like to bring you one step closer to understanding all of the exciting new features which will be made available on this exciting date. Between now and February 8th, I will try to write up one (or maybe more?) articles every day, each one focusing on a different aspect of the new engine. I hope you all enjoy it, and thanks for reading!


One of the biggest new features of Atmosphir is the ability to change gravity. As it has been demonstrated in various videos, the designer is now capable of rotating the entire level in order to accomplish incredible feats that would have been impossible in previous versions.


There are a few ways to rotate gravity, depending on your current role. I’ll begin simply, with the designer mode. Default keys for rotating gravity are the Z and X keys on the keyboard. Simply tapping one of these two keys will rotate the entire stage. By default, holding the Shift and R keys will rotate an object in a vertical circle, while hitting only the R key will produce a simple horizontal rotation. This is useful for when you do not want to flip an entire level in order to place a rotated block or piece.


Within play mode, gravity can be changed through Gravity Changers, which are placed on the map by the designer in design mode. These devices are very simple; simply running into one will rotate the level and cause the player to fall in that direction, when applicable. By default, these gravity shifters will respawn five seconds after use. The designer may change this variable, however, so beware!



As seen in the above picture, Gravity Changers have an arrow in them indicating the direction the gravity will be shifted to. A tip for players: Be sure to take a look at which direction you are being moved to before touching a Gravity Changer. It is very possible that you may be moved to an undesired location as a result. A tip for designers: If a player dies, gravity does not return to normal when they return to the checkpoint. Be careful of this when designing gravity-based puzzles. As common cure for this problem is to place a gravity changer on the checkpoint itself; when the player respawns, they will instantly touch the changer.


Changing gravity in a level affects all aspects which are not locked into the grid. This includes, but may not be limited to, players, enemies, boxes, beach balls, coconuts, and anything else which is not locked into place.


Gravity levels can also be changed in the Rules menu. Higher gravity will cause players to fall more quickly, shorten the height they can jump, as well as affect other aspects which are not locked into the grid. Gravity can also be reduced; this means higher jumps and slower falling.


Needless to say, gravity changers will become a huge aspect of future levels. Such an interesting concept can make an ordinary level extraordinary. Remember, too much of a good thing can be bad! Avoid spamming the gravity changer at all costs. It makes for an unappealing and generally unpleasant level. I’m looking forward to your adventures with this new tool!

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