Miegakure is a platform game where you navigate a four-dimensional world to perform miraculous feats and solve puzzles.
Miegakure is the first game that lets you explore and interact with a 4D world. The fourth dimension in this game is not time, it works just like the first three: it is a mathematical generalization (x, y, z... and w?)
You see three dimensions at a time and by pressing a button you can trade which three dimensions you are seeing.
The game world looks like it is deforming because you are seeing different parts of a 4D object, similarly to how in an MRI when the slice changes it looks like the object is deforming but actually it is just being seen from a different perspective. In this game instead of seeing a 2D slice of a 3D object, we are seeing a 3D slice of 4D objects.
I wanted to make a game that takes place in a universe that is a 4D extension of our regular 3D universe. What if the universe actually had four dimensions, but we didn't know it? This game show what is basically the most advanced simulation of what a 4D world would look like.
The ability to move in 4D has been imagined for more than a century, but this is the first time we can actually experience it, thanks to the video-game medium. (A relatively famous example is the 1884 novella Flatland, which talks about the case of a 3D being able to perform what would seem to be miracles to a 2D being)
Each level in the game is about performing a cool consequence of being able to move in 4D like walk through walls, see inside closed buildings, steal objects from closed containers, bind two separate rings without breaking them, make object seemingly float in mid-air, etc...
In this game the fourth dimension is not time. While time can be thought of as a dimension in its own right, it functions differently than the first three spatial dimensions, in the sense that we perceive it to always be moving forward, for example. If you count time, this game is 5D.
About the Steam release:
Quote:
I could have officially announced this much sooner, but I wanted to wait until the game was further along. Miegakure will release on Steam when it is done. It will be out for Windows/Mac/Linux.
I have been working on finishing up most of the puzzles for the game. There are about 130 right now, and not that many left to do! I am not shooting for a specific number, but rather exploring all the mechanics in the game.
I am also having fun making levels that are less puzzle-y and more about showing off cool 4D things, like the 120-cell level from the trailer, and the above Spherinder grove. My design philosophy has been that each puzzle in the game should be about a cool consequence of what you can do because you can move in 4D but I realized this extends naturally to more visual consequences as well.
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