Risk vs Reward
April 5, 2010
This week I’ve really worked on refining the core exploration mechanic – there’s still more to do but the experience is beginning to take shape.
I suppose one of the key differences from last week is the fog. The purpose of the fog was to drive exploration – the idea being that if you can’t see something, you’re more likely to want to go and investigate. The problem was that the fog just wasn’t working the way I had hoped. I struggled thinking of a way to cover the level without fog. Then it dawned on me, I could just zoom closer to your immediate surroundings. This effectively means that you cannot see the rest of the level thus creating a virtual fog and enhancing the element of exploration. The other advantage is that the explorer becomes more prominent which means the layers of customisation I plan on adding will be more relevant. keep reading…