Need some help or brainstorming...

#2
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.

- Todd DuFore (DMPDesign)
Site Founder
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Messages In This Thread
Need some help or brainstorming... - by Verdite - 2011-03-06, 07:05 PM
Re: Need some help or brainstorming... - by dmpdesign - 2011-03-07, 05:07 AM



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