Level transitions in SoM , and lighting

#6
I don't think a little pop will be an issue at all, but it's cool that your have such attention to detail that you want to make such things perfect. I think that's a big part of what makes games great.

A couple last ideas, you could put a short intro movie during map transitions- say a recoded 'flying' view of the path just ahead of the payer. That might feel more natural than a loading screen and should help hide the pop effect.

A second idea is to have the player walk through a short flooded hallway between maps. It would probably only be worth doing when there was a stark lighting difference between the old and new maps. ‎  The players walk down steps into water as the leave the old map. You set up a warp to an intermediate "underwater' map that triggers exactly as the player's eye level goes underwater. The intermediate underwater map has thick blue fog and water sounds to mimic an underwater environment. ‎  As the player leaves the flooded hallway, you set up a warp that sends them to the new map exactly as their eye passes above the waterline. The water effects should help hide the light differences between the old and new. I don't know if that's worth the effort though. Ninja
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Re: Level transitions in SoM , and lighting - by HwitVlf - 2014-05-12, 07:18 PM



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