I appreciate the feedback there. That question of 'the-best-way-to-showcase-a-topic' is one I have to think about often. Looking back (Gravity Sim, Velocity Raptor, Agent Higgs, Shocktopus, Bond Breaker), in all but Agent Higgs, each of my previous games has had some 2D physics simulation as its core. And I've found that the simulation-side of things seem to really resonate with people. The game is accurate enough that you feel like you're really interacting with the subject matter -- and you can do (you all really have done) experiments with the underlying science, taking the game as deep into the physics as you want.exfret wrote:I mean, it would be nice to have something other than a move-the-thing-that-you-control-around-the-level-with-your-arrow-keys-to-get-to-the-goal-while-avoiding-obstacles-and-doing-stuff-to-open-doors-or-something-game.
In Agent Higgs, of course, the connection between the game and the physics is a bit looser. And I think that works well for that subject matter -- 'patterns of particle properties' screams out for a puzzle game.
When I was thinking about a molecular bond game, the the thing that gripped my imagination was a game where inter-atomic forces are accurately calculated. Where you could move and tug and be tugged by other atoms. And where you had to make and break bonds using light/electrons. That led me down the path to a top-down, move-the-character style game. The rest of the game fell into place after that nugget was there. Are there other equally valid - and possibly more awesome ways to show off the subject? I'm sure! Ideas always welcome