![]() ![]() In the second area, the original two small rooms turned into one small room, the purpose is to reduce the burden on the player's consciousness, because too many reflectors will make the player unable to remember and the difficulty will soar. The iterative process mainly focuses on modifying the difficulty curve and flow. Players can use the track to reach different places and complete the final track puzzle. In the first area, we started with a bottom-up design idea, and designed small puzzles or platforming on each layer the second area is the design idea of the central hub the last one refers to Sable, and a three-layer rotating track is designed. Our design ideas have always remained the same, we always design the main puzzles first and then design different small puzzle-solving areas to fill large areas. ![]() This approach allows us to develop together without losing information.Īfter determining the design ideas, we started the map design and white box. ![]() In the first area, we added a little action element to allow players to adapt to the operation, and added a simple platforming of rotating columns in the second area, we introduced button-controlled columns to increase the difficulty of platforming, and designed a more difficult layout the third area The second area is biased towards logical puzzle solving, which is more of a test of brain power than operation.ĭuring this process we made heavy use of Miro to record and sync our designs. In order to meet the high mobility of the player, finding a suitable light source and using reflectors in different places has become the core idea of designing the puzzle-solving area.ĭesigning unique puzzles in different areasīut we also want different things in different regions. The reference to the light mechanism comes from the lasers and reflective blocks in the Portal, and this also serves the plot, which is the astrology. ![]() In each area, we want them to have the same mechanisms. During the iterative process, we finally chose the former as the main mechanism. It can swing through the air with a hook like Spider-Man, or pull environmental objects like in God of War V. When designing the character mechanism at the beginning, we considered that the player's moment-to-moment action should be connected with the puzzle-solving mechanism as much as possible, so we initially decided on the whip. Puzzle solving is at the heart of our game. Designing puzzles based on core mechanics ![]()
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