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icyhotspartin last won the day on January 13

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About icyhotspartin

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  1. Not yet - the Cartographer is on the other side of the wall in H3, so maybe something related to that. Landmark, perhaps, or Beachhead. I originally wanted to do Quasi over in a Forerunner style to reduce framerate, but I decided that I didn't want to handle anything involving 800 primitives and trapezoids, as well as lightmap and color issues. Technically it's still doable, but I got sidetracked by the skybox settings and an asset I made for it, so here we are, with a whole new layout. I'll draw it up this week, along with my other maps. I want to have an all-encompassing document that explains encounters, thought process, design decisions, testing etc. @SaltyKoalaBear thank dog you dogged Quasi, otherwise it would remain 'cashed' - kid's a god!
  2. I haven’t read that one yet, but I did read Wells’ “Time Machine” and Ipsen’s “The Master Builder” this past week. Two very interesting stories, and obviously related to LEVEL DESIGN. Here’s another one related to level design: @Soldat Du Christ
  3. Built this in a couple hours tonight. Looking like a 1v1 or 2v2.
  4. A Game World is derivative of HUMAN EXPERINECE IN REALITY. HUMAN EXPERIENCE IN REALITY provides each and every human being with functioning senses and mind some basic anchors (like gravity, momentum, inertia, personal space, hand-eye coordination, value indicators, just to name a few), whether or not they are recognized as such specific concepts, or as part of a whole. A Game World is designed with these in mind - as well as the more abstract principles that allow such objects or mechanics to be clearly identified by the player thru their own senses (like legibility, color-coding, lighting contrast, depth of field, perspective, etc.). Game World must have consistent rules, just like reality, otherwise no pursuit of an objective is realistically possible. The Game World's consistent rules will provide players a means of overcoming the obstacles placed in their way, and obtaining the Objective. These rules will also provide players the means to forging their own path towards the Objective. >>>> Important to note that these obstacles can differ in many ways, depending on the type of game. PvE and PvP each have their own types of gameplay loops and Objectives. The physical layout of the level may be the obstacle, or it may be the types of dynamic encounters brought on by AI or enemy player behavior. The designer will keep in mind what type of experience they are designing for, and do so accordingly, creating a challenging space, a space for challenges to occur, or a mixture of both. Adhering to just this very basic outline will give the designer everything they need to build a level that's "intuitive". It will also, I think, provide some basic building blocks that can allow a designer to innovate in smaller or larger ways, depending on how abstractly they are thinking about the human experience. Everything else you've put into your mind map is a very minor possible motivation for someone to play a game, or to pursue some Objective within one. Edit: they are also derivative of other elements of the design, depending on what aspects you start the project with. Maybe you just want to have a path on a train - you design accordingly, and use that theme to help choose what objects you include. Or you start with a blockout, and select (or create) appropriate structures/objects to convey the pathing more aesthetically. To reiterate: REALITY OBSERVED BY HUMAN CONSCIOUSNESS > HUMAN CONSCIOUSNESS INTEGRATES SENSE DATA AND FORMS VIEW OF REALITY > > HUMAN COSNSCIOUSNESS RECOGNISES NEED FOR JOY THRU RECREATION - //ENTERTAINMENT// > > > GOALS WITHIN GAMES ARE MEANT TO PROVIDE PLAYERS SOME SENSE OF JOY THROUGH ACHEIVEMENT > HUMAN MAKES GAME WORLD > > GAME WORLD IS NOW PART OF REALITY -> IT MUST BE LEGIBLE TO A FUNCTIONING HUMAN CONSCIOUSNESS, WITH FUNCTIONING SENSES > > > DESIGN PRINCIPLES ARE TO DERIVED FROM THE TYPE OF GAME WORLD, RULES AND ABILITIES ARE INCLUDED > > > BEST ANALOGY WOULD BE A PUZZLE > > A GAME WORLD IS LEGIBLE IF IT IS CONSISTENT - JUST LIKE REALITY ITSELF, OBJECTS MUST ACT ACCORDING TO THEIR IDENTITY >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> MOST IMPORTANT FOR A REAL-TIME INTERACTIVE DIGITAL EXPERIENCE > > COROLLARY: IF GAME WORLD DOES NOT HAVE CONSISTENT RULES, IT IS (to some degree) ILLEGIBLE AND/OR UNPLAYABLE - OBJECTIVES WILL BE UNATTAINABLE > > > OBJECTIVES WITHIN GAME WORLD SHOULD BE LEGIBLE and OBTAINABLE using the GAME WORLD'S RULES > > > > ITEM'S LEGIBILITY IS BASED ON WHAT THAT OBJECT LOOKS LIKE IN RELATION TO HUMAN EXPERIENCE WITH REALITY AND WITH THE GAME WORLD EQUIVALENT I think that about covers it.
  5. I know that. That’s still physical. I think you have a lot of buzzwords buzzing around. Obstacles aren’t obstacles unless there’s a goal they obscure. I can make a version I think would be much clearer and better structured if you hang tight.
  6. It’s backwards. Subjective Methodology, as you’ve put it, is broken in two ways: - you need experience before you can parse data with any methodology - subjective methodology is not methodology at all You’re not addressing the fundamental, which is that games are built according to what human senses have already shown us to be valid. That way, they are “intuitive” until it’s time to learn a new skill or interact with something weird or specific - “initial discovery” as Soul puts it. How are a game’s physics a ‘non-physical’ obstacle?
  7. Just remember that happiness and leisure aren’t the same thing as hedonism. Might help if you can clearly identify why it is you seek to convey the gospel in its entirety.