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TIGSource ForumsDeveloperPlaytestingGoo
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Bezzy
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« Reply #20 on: October 20, 2007, 08:15:51 AM »

Ahhh! Cool to see Gilles doing some art for us! I'm very glad. For such a long time it's just been about engine and performance stuff, and getting the physical feel, but now we're actually getting somewhere on the art side. Superb! I do agree with Melly - I think we need to make the colors more subdued... limit the pallette more to avoid that typical casual garish look - but I know you're on that with him, so I'm looking forward to it.

Also, there's a chance that the HUD goos will become visually confused with the in-game goos - but as long as they're using different skins (and have some other aspect to separate them, visually), I don't think it should be a problem.

On the physical feel front, I think that the clenching seems like it's quite extreme compared to how I had it (the benefit of that being that you seem to get much better goo hurls than in the previous physics, thanks to higher fidelity modelling within that). I think you may not want to allow the goo to get that extremely dense, though, or you'll be able to turn turtle far too easily (making completely impenetrable dots of goo. At its densest, the goo should be a wall to attacking goo, but it shouldn't be 100% impenetrable) The idea is to make it so the goo can be made denser/sparser, but dense goo naturally returns to being sparse goo over time.

Bah. But you already know this stuff. I know you're getting there and working super hard Smiley. Thanks man.
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Bezzy
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« Reply #21 on: October 20, 2007, 08:30:47 AM »

Ah, very cool  Smiley Well, don't think there's much else I can say; I do like the way there's very little in the way of a HUD to get in the way.

Yeah! My approach to visual feedback in previous stuff tends toward clean functional visuals. If we're going to have a visual element it has to explain something about the game. It's fine for that element to be aesthetically pleasing (spangley particle explosions to focus the eye on an important point in space), but the bottom line, it has to help the player understand the game more clearly - it has to be linked up with some aspect of the game state. Rarely will we add anything purely for show (I guess the VLM background is an exception there, though we did experiment with music affecting gameplay for a long time, and the VLM is a cool side effect of that R&D).

That said, I don't have a problem with game-play irrelevant particle blitzes like in Space Giraffe, because they're still affecting the ambience of the game (and I also have a pet theory about how if you're "blinded" momentarily, you're forced to use your internalized mental model to play the game, rather than the defacto game, and thus you play more intuitively/quicker... but that could easily be misguided bollucks on my part).

However, in a fast paced game where important game events are visualized more frequently, you ultimately end up with information blitzes. The answer there is to communicate the information as efficiently as possible. For example, I did the Chain Capture effect recently... it had your chain value (i.e. "x2", "x3", "x4") ontop of a clock (for the Chain time-out) as well as an arrow showing where your last capture was. That would have been way too much clutter, so now I'm thinking that a more efficient way to display that would be to remove the clock and use the arrow's length itself as the timer... like a fuse burning down.
« Last Edit: October 20, 2007, 08:35:28 AM by Bezzy » Logged

Tommunism
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« Reply #22 on: October 29, 2007, 02:19:28 PM »

I'm going to be announcing a public beta in a few weeks, but I just got done with this new rendering technique I dreamt up for height map rendering and thought I'd show everyone. It's posted here:



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Melly
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« Reply #23 on: October 29, 2007, 04:19:25 PM »

Ooooooh...

Preeeettyyyy...
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