
CHARACTER + GAMEPLAY
Fragments is a Single Player game with Multiplayer inventory / asset system.
Players can participate in a number of in-game professions and activities, They start with an age of their choose, and that will effect the character's capability. Age is a dynamic component of Fragments.
Protagonist reference below might look like a sexagenarian (in his 60s) but his aging is due to the side-effects of quantum traveling and some events in his past.
Players can choose to start in different ages. Their abilities will change depending on their age. But not to forget that Fragments has real-world clock ticking for living beings. Player Characters will always age in time.

in-game interaction

Artwork by Jonathan Ching
Talking to NPCs to gather information is very helpful to progress in the game and figure out the mission objectives.
Our Character can walk, run, scan, teleport, and most importantly, interact with objects, NPCs, and Trigger Devices.

Artwork by Jonathan Ching

in-game graphics
Running is a must in harsh weather conditions.

in-game graphics

Artwork by Jonathan Ching
Characters will require different equipment and outfit depending on the weather anomalies.
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Lidar Scanner is very useful to find interactable objects. It will highlight them for a certain amount of time.

in-game graphics

in-game graphics
The player can pick up objects and use them as needed
Thermoregulation spray can be used to protect against extreme cold.
There are different kinds of regulation sprays for different purposes.
Applying these sprays will change the coating on the character's outfit.


GPS combines well with the Lidar scanner to find objects and mission elements.
Activating some of the items is only possible by equipping specific slots available. You have to pick and choose what you need for your adventure.
NPCs
NPCs
ADOG is a friendly AI companion which can be used as storage.
They all serve a different purpose. Im including this example here because it is part of prototype demo version.
Design language and creative approach had been changed. Please continue on this page to see Procedural approach for NPCs

in-game graphics

Example from demo build. ADOG can be used as storage. Especially useful for crafting purposes. You can't carry everything in your pockets.

There are randomly scattered AI-s help humans survive.
"Windfaces" are very smart kids who are growing in tough conditions. Can help who is in need.
(artwork by Lukasz Nowicki)

Water is a very precious compound
(unknown artist)
NPCs
EVOLVED SYNTHETIC CREATURES
[ESCs]
PROCEDURAL APPROACH NPCs
Synthetic Creatures can be crafted in Crafting Station.
It is an expensive and time consuming process.



Evolved Synthetic Creatures needs special crafting elements / compounds.
We can start the Evolve process by combining certain elements
We generate a simple primitive in simulation software and we attach some rules, skills.


ESC starts to learn basics and start to evolve slowly.
We keep adding skills and rules in to the machine and let them evolve, untill we are ready to deploy them in field.


After certain amount of time our ESC is ready to go
We can deploy it on field for usage.

NPCs [AIs] will be generated procedurally. There will be a system which player can build their own or find them scattered around Fragments world wandering aimlessly.
NPCs + CLIMATE HUBs
I went over Climate Hubs briefly in "Climate" Section.
After deploying new born and evolved NPCs, they need to be connected to Artificial Climate Hubs.
As an example some NPCs work with Wind and Climate HUbs needs to be programmed for wind. some function better in Cold, and Climate Hubs needs to programmed for cold....etc

If there isnt any Climate Hubs, Evolved creatures cannot be animated.


References by Dutch Artist Theo Jansen, which im big fan of :)
