I've been experimenting further with 3d spaces in a project which is shaping up to being quite unique in terms of both concept and aesthetic.
Mapping these spaces can be quite challenging as the editor
I'm working in is entirely two dimensional. The image above shows a screenshot
of game play placed next to the grid based layout which the world is designed
in. The biggest issue with this interface is that there is no real allowance
for a display of depth meaning that positions and shapes of objects must be
kept track of mentally. To add additional complication to this method, I have
been experimenting with non-Euclidean spaces such as endless corridors and
impossible rooms. This is all very much an illusion and so the mapping of such
can become rather hectic as resources are placed over the top of one another
from a frustratingly static birds eye perspective.

As far as game play is concerned, I don't think there will be any real mechanical or reflex based challenges in the game. Instead I'm opting for a more thoughtful explorative pace where the challenge becomes the navigation of the world itself. A simple premise such as collecting objects or reaching gateways to new areas could be a possible 'goal' if one is to be had.
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