Devlog #3 - A Video Game Is All Out Judging You by Looking at It
The last part was less about “building walls” and more about “bring the physics into play.” Three legitimate quantum concepts converted into game mechanics together with front gates and sound.
Observer Effect (the unique one)
Press O during charging and the game discloses the real probability of passing the tunnel.
The only problem is that if you look at the wall, it means that it has already turned into a wall, so you cannot succeed anyway. Even the slightest observer activity while charging means you cannot reach your goal.
The moment you look at a wall, it acquires a flat gray color, which allows you to see the process happening.
Decoherence (yes, it is once again my research)
If you keep the wall under full charge for too long, decoherence happens. It turns dark purple, a time counter appears, and at about 1.2 seconds later it collapses, meaning your attempt is wasted, the screen shaking and your counter being reset.
Front Door
The game currently has a door in the front.
It is now fitted with a proper title screen that is complete with first controls, allowing one who hadn’t ever played the game to start without the presenter’s assistance.
No operation can take place until a button is pressed, and the stopwatch doesn’t start until a button is pressed.
Audio
All audio signals are produced using code and NumPy.
The sounds emitted are:
- A rising tone for success
- A falling tone for failure
- A flat tone for looking at the failure
- A long falling tone for decoherence
It was done intentionally to make all failure sounds sound different because they have different meanings.
Colors
Now all the on-screen text is written in proper colors, not dark blue-grey but bright cyan, yellow, violet, and green instead.
All pieces of information appeared to be readable at a glance, and each type of information has its unique appearance.
Here Are My Fails This Time
The guard has been in the wrong place.
I put in the check on the barrier charging, but instead of putting the check when the key gets released, I put it when the key gets pressed, leading to the failure of the barrier charging and changing color.
An else statement that followed a wrong if.
The program crashed with a NameError because the variable existed only on the path that had not been executed.
A timer that got stuck.
It stopped counting as soon as I added the title screen to the game.
The parenthesis in the purple shade blend that could have made the game crash with the very first barrier being charged.
The streak that became 1.0, then 2.0, and so on.
The mistake here is that I made it zero instead of dropping the decimal point.
The same trend: the happy path always works, the errors occur on the borderline.
What Follows
Playing the game, tuning up the decoherence timer, and getting the game out.