@re: Player Direction
#226 posted by
Danrul on 2015/12/17 04:27:11
@Adib - I thought that Signati could have benefited from some broke staircase/bridge bits to suggest the natural order of progression between platforms. It was already pretty to navigate but I think that would be a polish change that would help justify the concept.
Do you guys think it's relevant that the drop to the ledge below is the first time the player has to disregard the architecture of the level? All progression until that point is following the flow of the level, and then when it gets to the drop there's no obvious path forward. Another way to phrase it is that there's no 'diegetic' path to the ledge, but all progression until that point is 'diegetic'.
With that in mind, do you think that something like a sparking (obviously broken) lift down to the ledge or a ladder (even those aren't really in quake) could also help insinuate that the path to progression is below.
btw, I don't think the drop as it is that problematic, but its an interesting point of discussion.
#227 posted by
NarNar on 2015/12/17 04:28:28
you forgot
Drive (Me Crazy With All This Mystery)
Danrul
#228 posted by
adib on 2015/12/19 01:23:20
It's possible. My level was roughly finished and poorly tested. Its value is some ideas shown there. Thanks for playing :D
Jam6_necros In 1:00
https://dl.dropboxusercontent.com/u/58150516/q1/jam6_necros_dw.zip
Normal route is more fun though, since you won't miss all the action.