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Artificial Mind is a first person puzzle-solving sandbox game, that was inspired by great titles like Portal and Garry's mod. In this game you take role of a robot, who is closed up in a huge testing facility. Your task is to complete various levels, using your intelligence and creativity, to prove the quality of your AI, and to prove ,that youre the one worth sending on the upcomming space mission. Game should be released in Q4 of this year.

Post news Report RSS Artificial Mind Update #6 - Buttons, Lasers, Static extenders and Force fields!

Next week is here and I would like to show you all the new features that were added to the game. Force (fields) be with you!

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Hello


These are the features and new game mechanics that were added to the game during this week!

Buttons


- They can by activated by heavy objects like shown on the screenshots below but you can also just stand on them.


Small buttons


- In order to activate this type of button you need to push it using the gravity mode or hit it with some sort of object.


Force fields


- They are pretty dangerous to robots and they repel all electrically non-conductive materials.


- So you can for example turn it off by shooting an iron cube through the field and hitting the button which controls it.


Lasers and Static extenders


- You can control objects linked to a laser by blocking or unblocking the laser beam. In this case when the iron object is removed the linked Static extender is going to deactivate and drop the green plastic cube.


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hugo1005
hugo1005 - - 68 comments

The game seems to continuosly get better and better with each update, it definitely looks like it could be better than portal series .
A lot of these features look like either a trigger, reciever or a physics mechanic. Do you have a pipeline for creating these things, or do you hardcode everyone?

How are you placing stuff like the wires of the wall, are you just dragging and dropping in or when you link to objects does it generate wiring at runtime?

And final question have you tried making any levels yet for the game other than the test environment, I know this could be distracting at the moment as the core mechanics arn't finished but how easy will creating levels be?

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SimpleGhost Author
SimpleGhost - - 117 comments

Hi and thanks!

I am not totally sure what you mean by your first question. When I create these various things I usually just get and idea, I think about how it could be useful in different puzzles and then (If it is good) I just make it.

Wiring is not generated. It is manually placed. It's not the most efficient way but it is good when I need to do something unusual that could be hardly scripted.

Nope. I have some ideas though.
Some levels are going to be pretty simple and they could be made in 15-20 minutes but I also want to create more interesting and complex levels and they could take even 2 hours to create.
It is going to be pretty easy. Just placing the objects and connecting some of them from time to time. The hardest part about this is to make each level interesting and fun and that is the most time consuming part.

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