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>> No.5014494 [View]
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5014494

>>5014483
I think he's right in many aspects though. It would be ideal to do a mix of all three: ones that confine to color theory, ones that don't, and ones that meet in the middling ground. This is also why I feel people should be more apt to experimental gameplay put on secret maps, or 'subtle' humor- like the doomguy scream when you try to open the door in Map01 when it has no power core.

I wanted to try to convey messages to the player, but WITHOUT having to say anything, I tried to think of everything I could to direct them towards points of intrest with lighting, colors, and map geometry. I ultimately found out that some playtesters couldn't figure out about the cube, and some people suggested something akin to the Quake 2 console thing; This was the least intrusive way I could make messages to the player, but 'important' ones are still on the screen and linger, much to my detriment, and I don't want to have to put map markers and the words/marking on the floor to illustrate the power cube going into the slot, but people somehow missed this for the toggle-lamps, flashlight, and power-cube.

Take strife for another example. Less about color theory and more about "stark contrasting styles that significantly contrast and clash with eachother." The player is never really made aware of WHEN and WHERE they are; It's not certain if it's in modern, ancient, or future times, as there's slight evidence of all three, but it seems to be set in a still-standing medieval city. It's not entirely clear if the technology was brought in by the Order, or if it already existed. These subtle things in the environment and in minor context gives the player more depth and questioning of the environment. And it's unique art-style has it's own charms and blends the whole idea together very well.

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