Game System

The players avatar in Fermi's Path is a particle racing along a subatomic path. The path is divided into even sides and fields so a predictable system can be implemented that easily synchronizes with the repetitive beat of the music.
Fermi's Path is a rhythm game therefore it is the game systems objective to make everything move and act relative to the music.

Path Structure

  • The path is a 3-dimensional string. In the games system it has multiple sides. Ideally a modular system would allow adjustments to the number of sides.
  • Every side consists of many consecutive fields. All fields have the same length.
  • All path-objects always belong to one side and one field.
  • Multiple path-objects can exist in the same field. Their position can be offset to the sides, to the back/front or in height.
    • To achieve consistent level designs, offsets can be set in defined grades, eg.: 0.25, 0.5, 0.75, 1.0

fields.jpg

Goal

  • The fields are the link between level structure and music since „fields traveled per minute“ can be synchronized with the „beats per minute (BPM)“ of the music track. Therefore the movement speed of the player characters is defined in fields/min and tied to the BPM.
  • The player character can switch sides and jump. How fast those transitions are completed is depended on its movement speed / BPM.