Elevations & Player Visibility
๐๐ - ๐๐ฅ๐๐ฏ๐๐ญ๐ข๐จ๐ง๐ฌ ๐๐ง๐ ๐๐ฅ๐๐ฒ๐๐ซ ๐๐ข๐ฌ๐ข๐๐ข๐ฅ๐ข๐ญ๐ฒ In previous posts about navigable levels, I've often been asked whether elevation changes and ramps significantly affect player's perception. The short answer is yes; ramps are also a design tool! By using ramps, we can guide the player's attention, control their visibility, and carefully pace their movement through the environment. This helps us tell a story through the space itself. In the sketch I'm sharing today, I illustrate two scenarios (extreme case examples) where elevation is used to craft different gameplay dynamics.In simple terms, the key elements of a route that we see in these examples are:- Where the player is (๐๐ซ๐ข๐ ๐ข๐ง),- Where they need to go (๐๐๐ฃ๐๐๐ญ๐ข๐ฏ๐),- The surrounding navigable areas near the objective (๐๐จ๐๐๐ญ๐ข๐จ๐ง),- And the path to reach the objective (๐๐๐ญ๐ก).๐๐ง ๐ญ๐ก๐ ๐๐ข๐ซ๐ฌ๐ญ ๐ฌ๐๐๐ง๐๐ซ๐ข๐จ, the objective is positioned beyond an upward […]