Current Headway

an investigation of differences in [the perception of] time between architecture and [first-person / brief] games, and how this impacts social encounters

Thursday, 2 May 2013

Boundaries

I need to limit myself in order to maintain a sense of realism in the design and in the designing itself.

An island is an obvious solution, where boundries are clearly marked by water or lava or some other element that the player cannot interact with.

Perhaps a tall cliff-like fortress sitaution where the player will die if he falls off.

Or blockades.

Or perhaps all of the above?

The boundry situation has been up in the air for a while now, but as is often in the design proccess, I am bouncing back and to from it as I am designing and clearing up my level space, seeing what connections seem most relevant and what I can develop while other ideas sits comfortably.


As soon as I built the island with the edgy cliffs as I showed in my previous post I felt an urge to go back and work on my level space or lay it out (vertical heights and distances would be a next).



1 comment:

  1. As soon as I built the island with the edgy cliffs as I showed in my previous post I felt an urge to go back and work on my level space or lay it out
    Contact me : Y8

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