Looks like a good start to me. My first thought on it is that we might want to make the points of interested larger. We might even want to greatly exaggerated the smoke stacks and things like that to make them easier to see as the target for the player to see from a distance. I am certainly no artist however so maybe we don't want to go this route. Just figured I'd put it out there since I was thinking it.
Also, can we get an FBX export of whatever you currently have so the programming team can start trying to set actual level geometry in the holodeck?
We may have to play with that idea and see how it feels in early gameplay. We don't want it to be too obvious (but not too discrete, like you say). Also, seeing his views from that bird's eye 45° angle sparks some thought. This would really make use of the 3D world. Maybe we make it a little more RTS feeling. So you can pan around the map and fix these things from that upper angle. We could make the maps just a little bit bigger and it would make the scenarios feel more worldly I think. I don't think it adds too much challenge and eliminates worrying about layers and visibility of important details.
ReplyDeleteAlso–for the artists and designers–With this industrial environment, it'd be cool to put a crane in there that is near a large metal frame structure. The crane could have a large metal bar hanging from it that you have to move into position to get something from one location to another for solving a puzzle.