I would like a map controlled by picking up a cube. When picking up the cube, you find yourself in 'the same place', but somehow, what was left is now the floor. Or any other direction. (Just, pick up a box)
Imagine
(I imagine a row of rotated identical rooms, created down one direction X or Y or Z. Now to the tricky part..)
In a room of coloured walls, floor and ceiling. Would it not be fun to have six different coloured cubes; and when you grabbed one of them, that coloured-brush became the floor? Where is the exit? Oh.. there it is, in the upper left corner. Hint: The left wall is blue, so find the blue cube. Pick it up and exit. Simple.
I also imagined Magnetic plus+ anc minus- Cubes, where any of them made a robot capable of walking on metal (sideways and upside-down). And being repelled or attracted by magnetic forces in-game, when holding the plus+ or minus- cube. A cube would not be magnetic, unless held by a robot.
1# Alternative A: Gravity direction change.
I would like to change which X-Y-Z direction is which X-Y-Z in-game ). Any suggestions would be appreciated.
1.1# Alternative B: teleporters
Using the positive and negative area in X-Y-Z plane, two identical rooms can be made. The second is turned upside-down, or upside-[direction]. With the two identical + and - spaces, you can teleport the player from one room to the other (simulating a gravity change). The teleport-destination would be each the X-Y-Z co-ordinates multiplied by (-1), and a relativity-fix. From +X+Y+Z to -X-Y-Z, and from -X-Y-Z to +X+Y+Z. When you get the picture, you'll know what I mean. A teleport-mapping-table would do the trick.
1.2# Alternative C: portals
Using a second set of portals, able to be placed anywhere (preferable to be invisible). Place a portal that activates and transfers the player, to a destination portal relative to another room; when the player picks up the cube. (bumping-portals, may be enough to eliminate collisions) Any suggestions would be appreciated.
Duplicates are easy, select and copy, move then rotate, easy. Now the confusing part:
Q1# What about placing portals?
When picking up a cube, you teleport into space A, when you let go, you teleport back into space B (where you picked up the cube). -No portals can be placed in space A, because of this behaviour.
Q2# The user portals are in the other room. How?
To remedy the missing portals, you have to let go of the cube, before hitting the wall (where the portal is in the other room). If we can place duplicated portals in space A, the issue is solved. We only need to place the second set of portals in their relative positions.
I'll upload my try at this, but it may take a while. Be patient, or try yourself. I have no idea yet, how to implement the magnetic's, but I'll have a go at the LeftSide-Down-Gravity-room.
It would be fun to turn things around, instead of upside-down.
