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Mouse Inversion

Post by SpaceWolf on 2024-10-24 18:53:23

Like I said - one of my first games was a flight simulator on the Sega Genesis. That, and the first time I flew a plane I was five years old (my grandfather let me copilot in his little four-seater and stacked up a buncha pillows for me to sit on). If you didn't know, you pull the controls back (i.e. "down") to ascend in an aircraft, and push them forward ("up") to descend. That's how the Sega game worked, how the first vehicle I ever controlled worked, and my gaming DNA has been wired accordingly ever since TLDR ...

Ashes Terrain Topography and Cohesion

Post by SpaceWolf on 2025-06-25 21:30:48

For me, the most important part of level/setting design is environmental storytelling. As I'm exploring, I want the things around me - whether great or small - to inform the 'backstory' of a given area relative to our perspective as players. Let's use Metroid as an example: https://static.wikia.nocookie.net/metroid/images/1/1e/Torvus_Bog.jpg/revision/latest?cb=20230521011448 The first two are some art for an area in Metroid Prime 2 - the third is an actual ingame screenshot of the same space, which the image share function didn't want to directly post. Figured I'd add all three since the perspective in each is a bit different. The idea ...

Random encounters in the world

Post by SpaceWolf on 2025-07-04 20:42:32

I love it when games feel that way, but in the Node system and related things in other games, it can be really hard to produce handcrafted content without sacrificing the scale of your world. The Node system is intended to create a very large world that updates/builds itself in direct response to player activity, which is a great idea for a PVP-centric MMO. But the tradeoff is that it can make detailed quests/storylines harder to develop, since your quests have to account for the world constantly changing. A good fallback for this when developers lack space is procedurally ...