Refracted Space

Creating Refracted Space has been really fun (and a bit of a challenge). Originally, the core concept was simple: use prisms and reflectors to bend light and solve puzzles. But as we all know, simple concepts can sometimes be quite complex to develop.

One of the biggest hurdles was figuring out how to code the light beams to split into two separate beams. It involved some confusing math, but getting it to work was incredibly satisfying. (albeit still needs improvement)

I'm also a perfectionist when it comes to visuals. Early versions of the game... well, they weren't the prettiest. I've slowly been updating the graphics to bring the game to it's current state, I think a couple of animations will really bring it together.

The Next Phase

The demo gives you a fantastic taste of the game's mechanics, but I'm not stopping there. My next goal is to implement even more true-to-life light refraction. Right now, prisms rotate on 90-degree increments when clicked. Eventually, you'll have free-form control over prism placement. Plus, the light will refract according to the angle of impact, adding a whole new layer of puzzle-solving strategy. The 90-degree mechanics of reflectors will likely stay the same. It would be hard to make challenging levels without walls (cause it's space). While technically I could implement them (ships) It might happen, but I'd like to keep it a bit freeform.

Development log

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