pippinbarr
Creator of
Recent community posts
A room! A trunk! A tube! A bed! A radiator! A light! A landscape! A darkness! A separation! A floating in air! A doubling! An intersection! And more! And more!
b r 1 (Bitsy Realty 1) is a remake of my earlier game v r 1 which was itself an attempt to "remake" Gregor Schneider's u r 1 from his The Haus u r project. Where v r 1 was created in Unity, b r 1 is created in Bitsy, leading to important differences between the two games, including moving from 3D to 2D, physic-simulation to none, high resolution to 8x8 tile-based graphics, sounds versus silence, a first-person experience to a third-person experience, real-time versus turn-based, and on and on. It's in these differences that I'm trying to explore how Unity and Bitsy and both different and, in important ways, the same. What does it mean to try to create the 'same' experience in two radically different engines? What are the two engines good at? Bad at? Ignorant of? Emphatic about? This 'translation' throws these ideas into relief.
Want to know more?
Read the Closing Statement, a short essay about the project.
Read the Process Documentation for process journal entries, to dos, and manifestos.
Read the Commit History for detailed, moment-to-moment insights into the development process.
Read the Press Kit for press-oriented information.
Impressed by the ambition of this piece! Expressive way to tell a story and great to see so much ambiguity to it, appreciated. Not 100% sure I "get" the decision to feature two such disparate styles between memory and river... it's nice, but I'm not quite convinced by it right now... will think more.
@nicom –– Really helpful to get those issues noted, thanks. I've uploaded new builds with a larger deadzone, so hopefully that'll help if you have a chance to check it out). As for the land disappearing... yikes! If you happen to remember any details of when it happened for possibly reproducing the error I'd love to fix it... (invisible only while moving and then visible again, or invisible even when you got there?)
Runs for me (mac). Really loved the ambiguous space and slightly blurry visuals around me and was very happy wandering around for quite a while. The text felt a bit intrusive to me personally, and felt like it went on a bit long to be honest – at a certain point I gave up walking around because the text just kept coming and I felt I'd "been everywhere". Thus took me a while to notice the "ending" bit. Loved the huge moon though, along with the rising music... interesting feeling.
(The new build worked for me on my mac! Though I also ended up running with the lowest graphics setting, which may have disabled something that was freezing it for me...)
Really like the easy friendliness of the characters, is fun to play something so casual seeming. As Pierre said, the falling cars were kind of amazing, I liked them too. I'm not totally sure about the decision to advance dialogue with the spacebar like that... I don't know if I'd give the player so much control over the pace in that instance because I think you might lose a chance to really tune the contemplative sense of it...