Devlog 5# Art indicators
Art plays an importance role in communicating game information to the player beyond the obvious. Art can be used to create trends to serve as visual indicators to elements to the gameplay. One such thing that I am keeping in mind is creating a path that leads players as to where they need to go. This doesn't even need to be an actual path, it can be a visually distinct element that points the player in the right direction. For example some 3d games use objects off in the distance high up on the vertical layer to guide players to where they need to be. Alternately textures on the ground can also be used to help out in this regard.
Another element art helps out with is cover and recognizing what is cover and what isn't. Many games will use a spacial awareness or keep all the cover objects at the same height to keep them recognizable. However I am creating an iso game so spacial awareness may not be completely accurate for this. Instead I'm attempting to create a color scheme where all pieces of cover will somehow make use of the same color, a light tan color that will create consistently and identification.
Get Final Reckoning: CrimsonFire
Final Reckoning: CrimsonFire
Status | In development |
Author | EricSpeck |
Genre | Strategy |
More posts
- Devlog 7# In ConclusionJun 06, 2018
- Devlog 6# SoundMay 31, 2018
- Devlog 4# The CameraMay 15, 2018
- Devlog 3 WeaponsMay 15, 2018
- Devlog 2# New EnemiesApr 30, 2018
- Devlog 1# Neutral AreasApr 24, 2018
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