the interface: two systems evolving real time within different patterns: first, a matrix: that's your gamespace, it expands, and you cannot get past it, or else you'll bounce back. second: a set of five random spatial saturating patterns which you'll have to destroy: when a certain percentage of the cube is occupied by those patterns, you will suffocate, even if there's still available space. atop the three dimensional live action, there's couple two-dimensional maps, each one providing a real time, planar representation of the state of the whole system, the one on the left shows the top view, while the one on the right is the side view, so you can have an idea on how the space is being saturated and where the available space is.
quick modding: open the game contents and locate the config.lua and/or artpack.lua on: oversaturation/resources/scripts. both files can be edited using a simple text editor. the files itself contain some of the parameters listed.
technical: this is an openGL based, 3D videogame, exploring oversaturation through gameplay, visual, audio experience, and hardware load. this game is based on the source code of GL_Tron , by andreas umbach, for further development, we have used: c, c++, lua scripting language and the following libraries and frameworks: openGL, SDL, SDL Sound, SDL net, Lua, Nebu. this is an opensource project, released under the GNU general public license. if you need more details, contact mail@ungravity.org
disclaimer: this program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the free software foundation; either version 2 of the license, or (at your option) any later version. this program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY WHATSOEVER; period. see the GNU general public license for more details.
don't you just sit there playing games trying to deny reality.]
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