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Author Topic: Secrets of Asherah and Game-Play Clarity  (Read 471 times)

Dias

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Secrets of Asherah and Game-Play Clarity
« on: August 01, 2014, 01:56:42 AM »

In this thread i'll explain some of the methods that developers use (whether intentionally or not) to expand the availability and usability of games that lead to a successful game-play interface. Some of these may not be entirely available for use or feasible within a certain time-frame, but what this list will do is help define what could or couldn't be done within x amount of time.

Visibility, Visuals, and Vexing Variables (Okay maybe not the latter...)
Summary: From light to colors to the level of shading, all of them define a game just as much as the characters that are created.

Shading:
The level of shading in a game, if any at all, will affect the subtle differences between cartoon-like game play and scary themes. If you look at an example such as Limbo (see: http://store.steampowered.com/app/48000/)

Limbo most certainly strays far from typical design philosophies and in a way this game is actually more available (no colors used, which means no possible issues for color-blind individuals.). With the choice of lighting (in this case lack of colors), the shading of the game is different as well. Most of the environment would likely be much easier to detect and solve with better lighting and shading. Some parts of the game are fairly difficult to distinguish between a bear trap and a blade of grass. This is partly due to the fact that there is enough shading to give a blur effect to some of the elements. Some layers have more detail than others, which also gives clarity to the character's position.

Limbo most certainly would have been a much more difficult to notice, while being a much easier to play game, if color had been included and the shading had been more standard. The way Limbo made itself different, and thus an easy way to create a sequel to the game, is due to the somewhat exaggerated shading. The author of the game doesn't explain that the boy finding his sister in 'Limbo' is potentially the size of a snail. The clues that the boy is in fact miniature stem from the shading of the forest (notice how at times giant shading of forest trunks or branches are shown). One thing that I am a little particular about when it comes to the way the developer designed  the game is that the world is in between a miniaturized version of reality, and an expanded version of reality. There's blades of grass/weeds and flowers that seem in proportion to reality, yet in the background there's telltale signs that he is wandering around in a much smaller reality (the size of a spider, etc).

While  this might be an intentional design, i'm a little fussy about how it's being brought about. Sometimes it seems like one moment the character is of average proportion to reality, and the next moment he's become much smaller in proportion to the background setting.

Lighting:
Lighting is one of the many subtle changes to a game that can make it or break it. Creating a specific style of lighting generally leads to a more defined and unique game. Perhaps some games have full map lighting, others have none. Some have shaded area's, and so forth...

http://www.redblobgames.com/articles/visibility/
This website shows a fairly efficient way to display 2D light in a game. This would be a great way to give 'dungeons', such as the journey from Keld to Lyr, extra difficulty while giving clarity to the game-play.

Spells, Skills, and Combat Clarity
Summary: Spells, Skills and Combat give flow and 'fashion' to what could potentially be a stale game. If we were comparing the impact of spells, skills and combat style to shapes, it'd be like comparing a circle to a sphere. Animations give depth and character to what would otherwise be a fairly mathematical and/or 'plain' game.

Interactive User Interface
Icons:
Most games that i've seen typically have specialized and unique icons and are contained within a square parameter (i.e. 120x120 pixel, etc.).
While this is fairly effective because the artist can clarify  a fair amount of the skill/spell's intent, it doesn't cover many other aspects of game-play.

For instance, let's say a user has 20 different spells to use with varying effects. Single-Target, Area of Effect, and Equipment Enhancement. Single target icons could be placed in a square container, Area of Effect icons could be placed within a circular container, and Equipment Enhancement icons could be placed within a triangular container.

Now even in the peripherals of a gamer, they should be able to fairly quickly distinguish the differences. This alone would create both clarity and uniqueness to a game's style, more-so if the coloration of the containers were different as well.

I'll post more about design and clarity philosophies later on today or tomorrow.
« Last Edit: August 03, 2014, 03:03:56 AM by Dias »
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noodle

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Re: Secrets of Asherah and Game-Play Clarity
« Reply #1 on: August 01, 2014, 10:12:57 AM »

dam dude
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Asherah

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Re: Secrets of Asherah and Game-Play Clarity
« Reply #2 on: August 02, 2014, 08:26:20 AM »

Hey, Dias, we're online for a bit this morning. Otherwise get on IRC (efnet channel #secrets-of-asherah)
« Last Edit: August 02, 2014, 08:42:11 AM by Asherah »
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