2011-03-07, 05:07 AM
I can think of several 'natural' ways to restrict movement..
Using cliffs is fine (meaning walls which I think youre referring to) but you can also use them as drop offs. When you play through KF3 you will notice they did several things to 'wall' in relatively large areas. The snowy plains area had a huge cliffside where the ocean could be seen about 30 feet below the drop off. If you recall...eternal ring used this tactic alot as well to create barriers between areas without putting up a physical wall to obstruct your view, it was effective because you could see far away but just couldnt reach it and it intrigued your explorative senses. So cliff drop-offs (not walls) are a good tactic.
Similar to the cliff drop off you can utilize rivers/lava flows or shallow ridges like canyons.
Clusters of impassable trees can often times offer the equivalent of walls that don't necessarily feel out of place or as obstructive as a pure rock wall. I have contemplated in my new game having a very large forest where its going to be hard to see because of the intense smoke in the area and having burning trees scattered about to provide some walls. I think this could potentially be a really cool map to build with a forest fire or battle aftermath situation.
You mentioned you are finishing your town...and I have seen a screenshot. Perhaps there is a madmade fence area stretching up about 10 feet to provide protection for the village that may also act as an obstruction to the player.
I know at one point Madison was going to make a field of corn to act as a wall.
Quicksand/swamplands may offer a unique way to keep the player from moving forward.
Using cliffs is fine (meaning walls which I think youre referring to) but you can also use them as drop offs. When you play through KF3 you will notice they did several things to 'wall' in relatively large areas. The snowy plains area had a huge cliffside where the ocean could be seen about 30 feet below the drop off. If you recall...eternal ring used this tactic alot as well to create barriers between areas without putting up a physical wall to obstruct your view, it was effective because you could see far away but just couldnt reach it and it intrigued your explorative senses. So cliff drop-offs (not walls) are a good tactic.
Similar to the cliff drop off you can utilize rivers/lava flows or shallow ridges like canyons.
Clusters of impassable trees can often times offer the equivalent of walls that don't necessarily feel out of place or as obstructive as a pure rock wall. I have contemplated in my new game having a very large forest where its going to be hard to see because of the intense smoke in the area and having burning trees scattered about to provide some walls. I think this could potentially be a really cool map to build with a forest fire or battle aftermath situation.
You mentioned you are finishing your town...and I have seen a screenshot. Perhaps there is a madmade fence area stretching up about 10 feet to provide protection for the village that may also act as an obstruction to the player.
I know at one point Madison was going to make a field of corn to act as a wall.
Quicksand/swamplands may offer a unique way to keep the player from moving forward.
- Todd DuFore (DMPDesign)
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