the cell Tim King
Aaron Lampros

 

You wake up. Head pounding. Eyes stinging. As you regain your focus and the vertigo fades, you attempt to stand up. Having no memory of how you got here (aside from the nasty hit you took to the back of the head), you find yourself in a dimly lit concrete cell littered with curious, mechanical looking objects, and a fortress-grade door.

The Cell is a multi-user interactive experiential narrative that focuses on three main concepts: cooperation of users, exploration of the story, and puzzle solving. More specifically, the Cell is strictly dual-user: based on two side-by-side, nearly identical cells, each user must discover (through exploration alone) that the other user is trapped in the similar adjoining cell. Two main faculties of the multi-user application are the ability to communicate between users through the chat interface, and the ability to trade objects between rooms. Each of these abilities (as with most of interface) requires some degree of mastery or familiarity from the users in order to be used effectively. This steep learning curve is afforded by the nature of the narrative: disorientation, confusion, mystery.

In order to make Flash multi-user, the Cell uses a Java XML socket server to pass data between Flash clients. This server is currently running on my Windows machine at home, so all event transactions seen in the Cell require both an active internet connection, and my server to be up and running.

With that said, please select your Cell and begin your exploration. Please note that you and your cellmate must NOT choose the same cell.

     

DOWNLOAD:

  New Intro Video (~6mb)  
  Win Video (~1.5mb)  
  Die Video (~3mb)  
     
  Version 2.7 with Local Server Package (~18.9mb)
     
  Version 2.7 (~17.5mb) Contents:
  • left_cell.htm
  • left_cell.swf
  • right_cell.htm
  • right_cell.swf
  • CellConfig.xml
  • index.htm
  • img directory
   
   
   
   
   
   
     

 

 

Version History

 

V 0.8 Functional chat implimented.
Image substitute placed
Global variable passing functioning
   
V 1.0 Chat interface design revised
Semifunctional environment implimented
   RotoLock functioning
   Gear Puzzle functioning
   Notebook added
Global variable passing removed
Local world state variables implimented
Chat popup onRecieve implimented
   
V 1.4 Chat interface design revised, 2.3
Environmental interactivity revisions
    Notebook contents added
    Sketch Paper added
    Widget added
"GAME INFO:" hints implimented
Environmental ambient audio created
   
V 2.0

Right room created and functional
Object Trading Implimented
Added more GAME INFO objects
Event sounds added (some)

   
V 2.1

Right room updated
Left room graphic fixes
Revised trading function (now uses trade doors)
Added temporary ending sequence to Left Room
When user tries to trade gear, posts error
Event videos rendered
Inventory expanded
OBJECT INFO partially implimented

   
V 2.2 Updated event sounds
Changed GAME INFO and ERROR text color
Fixed disappearing variables
Added functions to check and inform if cellmate's trade
     window is currently full
Made handle and gear removable once placed
Made Door Key tradeable after use
Removed cheating check from rotolock
Revised "you win" sequence
   
V 2.3 Created Intro video
Restructured main timeline to incorporate video
   
V 2.4 Further compressed intro video
Created "rotate" cursor
Fixed removal of handle after gear puzzle complete
Fixed gear placement without gearVar check
Added notification of cellmate trade acceptance
Added combo paper to inventory (still need renders)
   
V 2.5 Fixed bug in right room nav
Added Combo Paper to inventory and made tradeable
Implimented INFO function on Gear and Paper
Some other little stuff that i don't feel like typing
   
V 2.6 Switched to full version of UClient. No timeout anymore!
Updated Intro video
Added notification when cellmate leaves
Added notification when cellmate unlocks door
   
V 2.7 Added Death videos
Added LR win video
Added RR win video
Fixed bug in chatmc
   
TO DO:

Some animation in hallway