Area progression with SoM

#1
Ive noticed that SoM handles area progression really badly, and even the music takes a hit when moving via warp from one area to another. I believe that the fastest way alot of successful game companies handle area transition is through load screens, or a fade on / fade off. The latter is something ive been experimenting with recently... To my surprise it broke things down much better. You havent the nasty jump in music or that irritating shift you recognise when moving from level to level. Music can be stopped or changed during the shift too, giving a proper pause first before the next bgm.

Fade on fade off works with multi levelling too. Essentially you're defeating the KF tradition of area progress, but in terms of potential i think the fade comes out tops.

I'm writing this because i'm very tempted to move Rathmor to this method. I could do with a few opinions. ‎  Wink
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Messages In This Thread
Area progression with SoM - by Verdite - 2011-10-08, 12:52 PM
Re: Area progression with SoM - by scott - 2011-10-08, 02:52 PM
Re: Area progression with SoM - by Verdite - 2011-10-08, 06:15 PM
Re: Area progression with SoM - by HwitVlf - 2011-10-08, 09:56 PM
Re: Area progression with SoM - by dmpdesign - 2011-10-09, 09:05 PM
Re: Area progression with SoM - by Verdite - 2011-10-09, 11:06 PM
Re: Area progression with SoM - by dmpdesign - 2011-10-10, 12:10 AM
Re: Area progression with SoM - by HwitVlf - 2011-10-10, 09:19 PM
Re: Area progression with SoM - by Verdite - 2011-10-10, 01:35 AM



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