The Meaning of Life, the Universe, and Everything.
Join Date:
12/19/2010
Posts:
402
Member Details
For the past couple of days, I've been working on an adventure map that I want to apply to a large amount of people. To achieve this, I've thought of a concept based around manipulating a path based on a player's actions.
For instance, there are two paths: One requires a bit of parkour to reach, which will lead to places that involve more parkour and danger. The other one involves no parkour, but is focused more on fighting and exploration.
I plan on implementing these ideas, but I also want to make sure the player understands that there is always an option to turn back if they are not satisfied with what they have. I plan on doing that with the use of journals and possibly villager dialogue. I want to keep words to a minimum and let the game speak for itself, however.
What do you think of these concepts, and what are ways you think it could be improved?
EDIT:
After a while of thinking about it, I've come to a decision that there will be two paths per each "hobby". This is done by having two paths, one pure and one balanced.
Pure is going to be decided depending on whether or not the player ditches the main attraction for a specific goal. Pure will be based around whatever the player likes doing the most.
Balance is sorta the middle ground where everyone is, this is where the player can decide for themselves how they want to handle things. For instance, when running through a hostile cave leading to a different area, the player can decide if they want to hack and slash their way through, jump to higher heights, or find a more passive route.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/19/2010
Posts:
402
Member Details
Thanks for the feedback!
After a while of thinking about it, I've come to a decision that there will be two paths per each "hobby". This is done by having two paths, one pure and one balanced.
Pure is going to be decided depending on whether or not the player ditches the main attraction for a specific goal. Pure will be based around whatever the player likes doing the most.
Balance is sorta the middle ground where everyone is, this is where the player can decide for themselves how they want to handle things. For instance, when running through a hostile cave leading to a different area, the player can decide if they want to hack and slash their way through, jump to higher heights, or find a more passive route.
A lot of thought is still being put into this map, changes are very imminent. I'm hoping that I could come out with a map that everyone could enjoy. Again, thanks for your support!
If i was you i'd color code the path ways so the player knows what he is going to be up against. You could make it stained clay, i love the stained clay, it has a mat color but still appealing.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/19/2010
Posts:
402
Member Details
It would work that way yes, but I'd like to keep the atmosphere the same. I believe that the requirements to reach these pathways are enough to tell the player that there will be more of it ahead. However, I will keep that idea in mind if all else fails. Thanks for the support
For instance, there are two paths: One requires a bit of parkour to reach, which will lead to places that involve more parkour and danger. The other one involves no parkour, but is focused more on fighting and exploration.
I plan on implementing these ideas, but I also want to make sure the player understands that there is always an option to turn back if they are not satisfied with what they have. I plan on doing that with the use of journals and possibly villager dialogue. I want to keep words to a minimum and let the game speak for itself, however.
What do you think of these concepts, and what are ways you think it could be improved?
EDIT:
After a while of thinking about it, I've come to a decision that there will be two paths per each "hobby". This is done by having two paths, one pure and one balanced.
Pure is going to be decided depending on whether or not the player ditches the main attraction for a specific goal. Pure will be based around whatever the player likes doing the most.
Balance is sorta the middle ground where everyone is, this is where the player can decide for themselves how they want to handle things. For instance, when running through a hostile cave leading to a different area, the player can decide if they want to hack and slash their way through, jump to higher heights, or find a more passive route.
Ya like art?
https://www.facebook.com/vandrickart
http://vandrick.wordpress.com/
After a while of thinking about it, I've come to a decision that there will be two paths per each "hobby". This is done by having two paths, one pure and one balanced.
Pure is going to be decided depending on whether or not the player ditches the main attraction for a specific goal. Pure will be based around whatever the player likes doing the most.
Balance is sorta the middle ground where everyone is, this is where the player can decide for themselves how they want to handle things. For instance, when running through a hostile cave leading to a different area, the player can decide if they want to hack and slash their way through, jump to higher heights, or find a more passive route.
A lot of thought is still being put into this map, changes are very imminent. I'm hoping that I could come out with a map that everyone could enjoy. Again, thanks for your support!
Ya like art?
https://www.facebook.com/vandrickart
http://vandrick.wordpress.com/
Ya like art?
https://www.facebook.com/vandrickart
http://vandrick.wordpress.com/