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programmaZ.txt
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06 novembre 2024:
ZChallenge:
lpotenca's "fausse piste"
lpotenca: trop de pistes
lpotenca: se resservir du contexte
**lpotenca: contenu multi-usage
poser des questions aux spectateurs ou à la même personne (live)
workflow:
1. creer le contenu
2. réfléchir aux questions à poser sur ce contenu
"ce serait un contenu qui pourrait durer pendant des mois" (!)
les gens du haut sont riches
les gens du bas sont plus pauvres
les gens doivent dézoomer pour voir que l'image de départ était juste une partie d'autres images
**lpotenca: carte de france pour énigmes X éducation
***lpotenca's neveremptiness X back to top level scale
when "distance"(screenPov, meaningful object) is too big then gotopov top level scale
zooming-out from top level scale brings back to previous "meaningful pov"
**lpotenca's question: will people be engaged enough ?
**lpotenca's greenLight validation: when user has been to target location, greenLight has answer near it
**shu's greenLight easy portal: zooming in greenLight gets to target pov
**lpotenca's hint system: zooming in redLight hint displays target but zooming out brings to redLight... (depressing !...)
**lpotenca's growing universe:
le type clique sur le billet et quand on est au niveau de zoom "univers", des questions sont apparues
ce sont des questions de niveau de zoom 1
**shu: portal to 2nd universe: zooming in object that looks like universe object but brings to somewhere else
**lpotenca's parralel universe: everything is same same but different
variant: silent hill mode
*lpotenca's click on square sequence:
click on squares and then a word appears
**lpotenca's de l'herbe pour la vache, un couteau pour le cuisinier
solving la vache gives hammer, which you can give to le couvreur
((hammer can go in inventory
hammer is GM
if hammer is ditched, it goes back to its source location (à la GM)
07 novembre 2024:
around ghost_povIsInside : message appears when user has dived deep enough in ghost (because ghost_in disappears)
08 novembre 2024:
lpotenca's (closed) structure:
1.neveremptiness's portal brings back to rootPov
2.there are portals allowing to go from A to C, etc.
shu: hint: "green, yellow, purple"
context: screen is full of interleaving strings of different colors
player has to go where green, yellow and purple strings 3-meet
shu: hint "where I was born, yellow and red"
neveremptiness_floodFill("this is my house") in placeA
neveremptiness_floodFill("it smells good") in placeB
neveremptiness_floodFill("this is where I was born") in placeC
shu's "le chien du facteur"
14 novembre 2024:
from zNavigationPath to 2D grid of colored letters:
player must translate the navigation path they took (each scenery having a main color) into the 2D grid of letters so that a message can be read
fakeWall (=="past the veil"): player thinks what they see is the maximum depth but they can actually dive farther in
constellations/address: in a world full of dots, like black stars, use the patterns formed by same homeScale stars as their "universe_address"
constellations: stars' ZSegments
every player 'success' creates a ZSegment between 2 stars
gradually, a message appears (it may be solely composed of geometrical shapes)
for example:
a particular object of the universe may be represented with perspective (as if it were living in a 3d space)
with a '3D arrow' pointing to a particular location of the object
deshabillez-moi: rects have
**(*)tight space: when X is in position Y, Z becomes impossible.
examples:
Z can be:
crossing a portal (because exit is cluttered)
zooming-out from current scenery (because a ceiling has been put on)
**"remember, it's only 2D stuff": Lands of Lore X iC
il y a des phases où l'on croit progresser dans un univers à la Lands of Lore
mais il y a des phases où la supercherie est révélée car des morceaux 2D viennent se poser sur les écrans Lands of Lore
ce qui peut rendre certains lieux "Lands of Lore" inaccessibles (à cause de mécaniques de tight space)
17 novembre 2024:
eoaiu:
zoom inside e: neveremptiness: e->o (temporary floor when arriving at o's inside)
dezoom from o: temporary floor is removed
zoom inside o:
il y a le "chemin de décodage" trous et il y a le "chemin de décodage" des "pleins": les deux chemins sont différents
les trous sont colorés et le "chemin d'encodage" des trous a la couleur des trous
mots croisés en zFreeDrawing
find this color: background color changes with screenPov
beware of the dog: as user zooms in (in the area watched by the dog), an object gets closer to screenPov (to intercept screenPov), until 'user has been caught' and something happens
shu: black fog: darkness is an illusion
zooming in scenery changes background color to black, but all the objects on screen were black
this is like a tutorial for "don't move the mouse, simply scroll in"
=> neverUnwholesomeness
color::color is func::la robe en or: there is a part where fillColor = f(screenPov.scale)
those may be built using "color keyframe" where editor floodFill with the color they want to see at current screenPov.scale
a gradient then auto computes color=f(screenPov.scale)
neveremptiness::death by zoomed-in: zooming in a non important part of the ZChallenge destroys it
un coin sûr: ghost appears when screenPov is around position (0,0) and scale S
mélanger 2D top-down, 2D lateral, 2.5D et fausse 3D dans la même image
la pierre tombe verticalement puis dans l'écran ("la chute décore")
la pierre tombe et à côté il y a une voiture de GTA 2
***bottom-up content:
finding something small reveals its bigger picture when zoomed out (which was not there when zooming in)
***bottom-up content::collide: when X has been revealed, and Y has been revealed
fables de la fontaine:
qui vole un oeuf, vole un boeuf
aussi gros que le boeuf
pas vendre la peau de l'ours (bottom-up)
timeout-door::user clicks on countdown button, this opens deep portal
what player sees at first is the countdown 10,9,8,7,6... on the button after having pressed it
at some point, player realizes the deep portal is opened by the countdown button
dive in dive out particular calendar date
18 novembre 2024:
slenderman's stigmata: here and there, there are signs of a 'stranger' having been there
examples:
some glass has been drunk
footSteps
we even see some body parts of the stranger (a leg, a shoulder, etc.)
21 novembre 2024:
facebook world: people card with photo name, likes, dislikes...
there are portals to the people they are connected to
distances on a graph: d(Brian, Lucy)==4 : Brian Maslow -> Linda Cheny -> William Brant -> Albert Winston -> Lucy Harbinger
player must go through portals
facebook world: instable persons: their friendly people's list changes at every
the password is : " "
using a 'copy map', player has to find the color squares that have been displaced and compare it with the message "characters map"
25 novembre 2024:
chain of composite(composite(...)) with .isMobile: true
the goal is to move each handle in the chain to recreate target shape
**chain of composite(composite(...)) with .isMobile: true for some, and .isMobile:false for some
the goal is to move each handle in the chain to recreate target shape
the difficulty lies in the fact that some parts of the chain are immutable
26 novembre 2024:
**[wrap] fun: target is a certain pattern that player has to build using wrapping touchSlots
example:
[[E]] * [◽A] = [[ E A ]]
[C B] [[ C B ]]
target is 6x6 grid for example
=>shu's minigames/aui's minigames
collection of minigames (that, in the end, serve as a tutorial for aui)
reload page with query vars containing hint (à la ouverture facile)
27 novembre 2024:
zTetris
30 novembre 2024:
*photo-based: use perspective lines of photos to create polygons by putting photos side to side
02 décembre 2024:
named location: a particular place is now refered to as "<name>" and "<name>" is used in other hints
floodFill-based hint: a floodFill "puzzle piece" is displayed to player with a hint: player must find the same shape inside the canvas (and dive into hint location)
floodFill-based named location: player must find the same shape inside the canvas, this place is now refered to as "<name>"
03 décembre 2024:
**platform-based portal: put object(s) on portal's platform to: destination of portal is related to terraced object(s)
**money consuming platform-based portal: put enough money on portal's platform to activate it
**find-this platform-based portal: put X on portal and portal will lead you to the first instance of X that it finds on canvas
**token-count find-this platform-based portal: put 3 X on portal and portal will lead you to the 3rd instance of X that it finds on canvas
04 décembre 2024:
born_with_a_name: hint is based on the name of the variable
example: "in the eye of cindy", when there are many many variablized people, each with a name
*bizarre image bank: create 100 bizarres images and build a zChallenge using them only
05 décembre 2024:
se moquer des marques déposées et autres chimères réservées de la propriété intellectuelle
don't forget that nature is a reserved trademark of nature
**portal to hardGhost/portal to nowhereGhost: versionA/versionB
versionA is facade of a portal which leads to versionB (since portal brings to relative pov, we can relate the two versions (hide smth in version2 for example))
versionB is a hardGhost:
hardGhost:
a hardGhost is something that can only be stared at, only if you have been brought to, or else it vanishes (any innerMove will lead to its vanishing)
variant: any innerMove (pan or zoom or whatever) leads to being brought to hardGhost.end
*autour des icEntrance:
get the right color:
everytime user crosses entrance, its bg color changes, so that objects inside it are revealed or hidden (à la Runbow)
there are many such entrances
06 décembre 2024:
"ne touche pas le plafond": user must pan so that they don't cross outPortal, and can then access to a new area
shotgunPortal: portal leads to random(portal.arr_rect_out)
telescope: telescope(portal_in) --> moon(portal_out)
telescope::user moves telescope (simply pan): there are obvious telescope starting locations
telescope.portal_out is so small that user cannot get to destinations without using the telescope
example:
A B and targets are very very very very very very very very small.
c D
10 décembre 2024:
zPixel::broken-zLevels zPixelImage: user has to mentally rebuild the image that is broken into different zLevelChunks
"+ix": vertically sliced
"+iy": horizontally sliced: for example, write some text, each successor text line at the successor zLevel
11 décembre 2024:
battle between pixelBrush and pencilBrush: "cyborg" pixel/pencil
worfklow:
1.draw the object entirely with pencilBrush
2.animate some of the strokes by transforming then into zPixelStrokes and then back into pencil strokes
16 décembre 2024:
sparse-pixel-chars strings: sparse yellow pixels compose a hint when seen from afar
18 décembre 2024:
**(*)use upscaler to enrich part of picture and be able to lessen the pixelized feeling when diving in it
19 décembre 2024:
grand dump {
Zshallenge, ZChallange, zchallenje, zchahllenge, etc
Hidden author: while someone is playing, author is drawing something, somewhere in the canvas
"Réfléchis : si ABC a une scenery dans le A alors CBA aura aussi une scenery 'au même endroit' (miroir)
Visite d'un lieu "à la Saut Maripa" puis un dévoilement de la vérité : ce sont des photos. Permettre d'utiliser des objets. Permettre au joueur de remplacer des photos par d'autres pour accéder à des endroits autrement inaccessibles
Neveremptiness X loop : after 5 neveremptiness on the same object (Nemp(X):X,Nemp(X):X, etc.) another neveremptiness destination unlocks
Neveremptiness X playing cards : ask user to do 5C, 7H, AS, 6D with the following rules C->C,H,D , H->D,S, S->C, D-> : user has to 'enter' more cards than displayed so as to follow thé asked pattern
There could also be rules on card values (this is a challenge of logic)
Same thing with more than 2 categories : firstname, surname, âge, etc. And the asked pattern is a sequence of ids
** The Bomb (à la majora's mask): ultra small object keeps growing as time passes by : in the end, the whole ZChallenge area is covered by the bomb
Tiled wall with a doubleObject somewhere in the wall : doubleObject vanishes at very close screenPov
Only sounds
Seasons/seasoning
Unreachable object
"J'ai une idée " bonhomme minuminuscule
Bright side/dark side : énigmes positives, énigmes négatives
White BG, black BG, white bg, black BG etc.
Screenpov/camera as a physical object (with collisions on its sides)
Prison : trapped in here for <timer> seconds
Unreachable area : can't zoom in, can't pan in
Variant : a glass floor above the labyrinthe : labyrinthe is only accessible via pan in its start
Labyrinthe has divein pitfalls
Variante : La grotte sousmarine
L'invisible : "tu l'as traversé" etc.
Ambiance bizarre comme dans Roadside picnic
J l'a vu, B l'a vu, Y ne l'a pas vu (eyepatch ? )
Programming-language-based operator : operator has test field in it to write its transformation func
Utf8-based (for lightweight)
Connais-tu les arbres ?
Qu'y a t'il de fractal dans l'animal ?(son historicité ? Time as opposed to space for vegetal)
* Trouve mon jumeau (simple mais efficace)
Cropped layer on cropped layer, etc. : Le cheval sans tête(horloge), le cheval sans queue(tableau) sur un papier peint lui même continu-discontinu
4corners : squareTL world only displays squareTLs etc.
Player has to recompose mentally each split image
Impersonator : player has to use different incarnations to solve zchallenge
Zscroll tutorial : zscroll mask grid to put it over other object
Lifetime objects : some objects will die before player has enough hints to reach them
Aui:
Neveremptiness back-to-start _ghost_ : starting pov fades in when zooming in neveremptiness obj
Ghost revealer : ghost only appears when user holds associated revealer
Paradise lost: scenery containing all solutions is accessible once, at the beginning, then all paths are way longer. Paradise is never to be accessed again.
** Back-to-prev _ghost_: previous pov ghost-fades in when zooming out from starting pov
** Stare : to trigger something, pov has to stay the same for n seconds
== camera has to touch the object for n seconds
Find the path (without mistake) : la vache > la mouche > le chien > le dollar (inside every scenery there is a portal to each of the sceneries).
This allows :
La vache > la vache > la vache ...
So that there can be la vache 1, .. , la vache n, and then it loops back to la vache 1 (scenery variants)
To go to universeX, player has to follow a particular scenePathX, to go to universeY, scenePathY, etc.
(One may incorporate ordinal numbers in each scenery for player to reconstitute 1>2>3>4>5)
** Forbidden trespassing : getting inside portalX is forbidden _while holding objectY_
** Access keycard : to get inside portalX, you have to hold portalX's keycard object
Embrouillamini serpent
Avec changement gradient de couleur
Triangle/médiatrice : c'est chaud, c'est froid, c'est pareillement froid
Transport pods linking 'distant' areas ?
Pod of same color
Transparent pod
** Des bottes de foin dans une aiguille
} grand dump
25 décembre 2024:
**zPixel handwritten text: "c'est là que j'ai compris la suite"
zPixelArt can be injected inside
08 janvier 2025:
**lpotenca's quick zoomin: when system understands you want to zoom in something, it directly zooms there (saving you from the hassle of some more scrolling)
or multiple choices are proposed by system and you type corresponding key to directly zoom at X
****lpotenca's auto generation using AI: from a starting image, system automatically generates content when zooming in etc.
typical usecase: study stuff
either generated content will be seamlessly incorporated (really wow!) or it will be kinda like a scrapbook but still interesting
09 janvier 2025:
**zPuzzle: from one piece
there is an arrow in first piece, and zooming in leads two 3 others pieces, which can be zScrolled out to form a 4-piece puzzle with the first one
then the 4-piece puzzle displays some hints, and by zooming in the piece, you get other pieces, etc.
**[structure]item totem: when player sees totemX, they know that an "itemX" (be it a clone or a part of collectionX) is near and that they can look for it somewhere around the totem
13 janvier:
**zIndexScroll-based hidden message:
il faudrait que ce soit assez facile à réaliser (== par n'importe qui) en utilisant le AB scroll et un ensemble d'object servant de "filtre"
typiquement: le joueur voit un gribouillis mais en le passant sur une zone particulière, un message est révélé grâce aux différents morceaux de zIndex différents constituant le gribouillis
**color square puzzle + adhere: colored squares have adhered stuff on them, when placing them as color square puzzle displays them, the adhered parts combine to display a message
*** variant: adhered drawing combine at deep homeScale (wow effect)
20 janvier 2025:
Sébastien Hugot is Z Z (The the)
Auto::paint wire pattern with auto seams (==auto plumbing (red wire continues, blue wire continues, etc.))
=> zWiring: à la fois esthétique et utile (programmadraw)
"Allez tous v..."
Universal shout : someone is shouting and the shout has a halo that is the size of a universe
Zombor normal face, at first sight, but the eye is creepy when zoomed in, and there is a big claw doing a threatening whirl coming in when zooming near the shoulder
Tipeee : vous voulez être les premiers à avoir soutenu une révolution dans l'histoire de l'informatique ? (lol)
Supermario : use level1-1 world as content
Supermario théâtre: use lvl1-1 as theater BG (there is an actor and there is the BG (use zoom in/zoom out for pipes)
The emperor new clothes
Entrance avec trigger lointain pour valider les découvertes (le trigger active l'allumage permanent du carré vert)
***Self-referential recomposition : When zPuzzle is complete : it displays an instruction to edit itself :
"Le r va en fait à la place du p"
Mets le a à l'intersection au milieu des deux extrémités 'le' et 'lol', tkt ça va le faire lol.
21 janvier 2025:
**zIndex-based jigsaw puzzle: puzzle will display different results when you change the pieces .zIndex
because of the overlap (and because each piece can be a composite of elements with different zIndexes), some parts are displayed and some not
23 janvier 2025:
***Numbered zPixelPuzzle:
There is a grid for the solution:
where piece slots are numbered
[1] [2] etc.
[33] [34] etc.
etc.
Hints are given such as "the old man's beard"
workflow:
player has:
1.to find the piece where there's an old man
2.to zoom in the old man's beard
3.to read the number there
4.to place the piece in the corresponding number piece slot
If number is turned, player has to turn the piece before slotting it
If number is flipped, player has to flip the piece before slotting it
25 janvier 2025:
**icUse-based riddle: riddle is written on the hud of the icUse
**icUse__boundedArea: prevent the user from leaving the riddle's area
27 janvier 2025:
***zPuzzle created using cameraSwap/icUseSwap:
example1: le zPuzzle est en fait 2 puzzles liés
example2: le zPuzzle est en fait n puzzles liés (madness)
zchallenge: photoBooth sirenFrame-like icUse's hud:
workflow:
1. user hops in the icUse
2. user looks at the hud and understands where they need to go
3. user moves so as to go to the location where the "sirenFrame" meets its "head" counterpart
=> somewhere in iC, there is a green light because the icUse has been moved to its correct location
"zchallenge:together": not everybody sees the same thing
playerA with icUseA.myEye can see stuffA
playerB with icUseB.myEye can see stuffB (maybe different from stuffA)
28 janvier 2025:
extremely skewed text: user has to use the corresponding extremely skewed iccamera to read the text
zchallenge: mask-based: at start, screen displays only a small mask, player has to find the correct pov so that the mask is filled perfectly, then it makes thé mask change to something a little bigger etc.
25 février 2025:
**objectives on HUD: each zone has 3 objectives, displayed on HUD
changing zone updates HUD with the new objectives
26 février 2025:
***persistence-of-vision based: persistence of vision makes "rolling" pov display an image (by collating all the frames)
freeDrawingTransportationScroll based: something has been drawn via freeDrawingTransportationScroll and "rolling" transportation displays the full image
cameraScroll based: something has been split on different pov's and "rolling" povs displays the full image
***japanese kinda-like ideogram-based zChallenge:
1. some atomic elements are translated
2. "molecular" elements can be found in the world: those elements are meaningful but player has to guess their meaning using the info they have on the atomic elements
of course, "zEffect" may be part of molecular elements, as well as different colors, different orientations, etc.
27 février 2025:
**"la grand mère de la boulangère fait des bonnes crèpes": extreme-scale text (needs extreme-scale icCamera to become readable)
***multiPuzzle: colored square puzzle on 3+ levels: each puzzle level has some squares painted that are "there for the assembling"
so that, at some point, a rectangle can be made that satisfies all the conditions (of all the levels)
=> this requires "pixel split" (what has been painted over different pixels must be cloned and cropped so that it creates individual puzzle pieces)
28 février 2025:
**challenge (enfants?): relier des paires avec des powerStrokes (==en utilisant le freeDrawingZScroll)
ça devient un challenge si on interdit les intersections de powerStrokes (le powerStroke "fautif" est colorié en rouge puis retiré dès que le bouton de souris est relevé par exemple)