Thats what I mean with using closed of sections:
Be it the restrooms, maintainance, escape doors, technical thingies...
Just add a locked door and a physically unused section of the area. This way the world looks more plausible without much work or distracting from the scene itself.
Post
Wed Feb 01, 2017 1:35 pm
#17
Re: This Week I Made A Thing
Hey, Mass Effect had a bathroom in the Normandy! You could even flush the toilet!
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Post
Wed Feb 01, 2017 4:28 pm
#18
Re: This Week I Made A Thing
Fake doors may be understandable as a developer trying to create a feeling of scope without actually doing all the work.
But dang, it is super-irritating from an Explorer's point of view to see a door and never be able to discover what ought to exist behind it....
But dang, it is super-irritating from an Explorer's point of view to see a door and never be able to discover what ought to exist behind it....
Post
Wed Feb 01, 2017 4:37 pm
#19
Re: This Week I Made A Thing
Heh, I think I'm with you on that, Flatfingers.
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Post
Wed Feb 01, 2017 5:24 pm
#20
artistic pleasure, missing logical components that those locations would have.
Especially if the setting of the game is not a cartoonish world, but tries to keep to a real world setting.
Some games solve that by making areas partially visible, without being able to get to them (using low detail backdrop area blocked by a fence, or a semi-transparent window to an apartment etc).
Games like Just Cause 2, playing in a gigantic world. Its understandable that most buildings are closed off. (for technical and content creation reasons)
The world itself still has a plausible feeling by including all the infrastructure.
Re: This Week I Made A Thing
But I still like the solution of closed off spaces better than an implausible setting, where a facility/ship/station/settlement is build just forFake doors may be understandable as a developer trying to create a feeling of scope without actually doing all the work.
But dang, it is super-irritating from an Explorer's point of view to see a door and never be able to discover what ought to exist behind it....
artistic pleasure, missing logical components that those locations would have.
Especially if the setting of the game is not a cartoonish world, but tries to keep to a real world setting.
Some games solve that by making areas partially visible, without being able to get to them (using low detail backdrop area blocked by a fence, or a semi-transparent window to an apartment etc).
Games like Just Cause 2, playing in a gigantic world. Its understandable that most buildings are closed off. (for technical and content creation reasons)
The world itself still has a plausible feeling by including all the infrastructure.
Post
Wed Feb 01, 2017 5:25 pm
#21
if its a door, give it an obvious reason it's not openable. eg, rubble in front of it.
Or two people snogging in front of it.
Or let it be opened.
Using modular map creation, rooms could be easily created with little effort beyond the original room. especially the case for sci-fi, or fantasy rooms. And including them gives you more things to explore, and places to hide, without costing anything gameplay or development wise.
Re: This Week I Made A Thing
This.Flatfingers wrote:Fake doors may be understandable as a developer trying to create a feeling of scope without actually doing all the work.
But dang, it is super-irritating from an Explorer's point of view to see a door and never be able to discover what ought to exist behind it....
if its a door, give it an obvious reason it's not openable. eg, rubble in front of it.
Or two people snogging in front of it.
Or let it be opened.
Using modular map creation, rooms could be easily created with little effort beyond the original room. especially the case for sci-fi, or fantasy rooms. And including them gives you more things to explore, and places to hide, without costing anything gameplay or development wise.
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);
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Post
Tue Feb 07, 2017 2:04 pm
#22
TWO HOURS of opening doors that are not at any point required or even expected to be opened. But you can open them and go inside anyway.
Oh, that's just one building, and not even all of it. There's another four hours of doing the same thing in other buildings.
Re: This Week I Made A Thing
I feel like I have to throw in Shenmue II's Kowloon here:Silverware wrote:Using modular map creation, rooms could be easily created with little effort beyond the original room. especially the case for sci-fi, or fantasy rooms. And including them gives you more things to explore, and places to hide, without costing anything gameplay or development wise.
TWO HOURS of opening doors that are not at any point required or even expected to be opened. But you can open them and go inside anyway.
Oh, that's just one building, and not even all of it. There's another four hours of doing the same thing in other buildings.
Games I like, in order of how much I like them. (Now permanent and updated regularly!)