- Pros: Once developed, it's highly reusable to create a variety of environments/levels; can give more purpose to choice of weapons/power-ups; adds another layer of depth/complexity that the player has to consider
- Cons: (Not sure what it would look like, whether simple or highly detailed, but) the visual indicators on the tiles may restrict art direction
- Note: I have no detailed examples in mind; however, in other games the types tend to be elemental types (e.g., fire, water, grass, etc.)
- Pros: Allows manipulation of the game atmosphere depending on the layout design of the environment; adds another layer of detail that the player has to consider
- Cons: No visual cues may be frustrating for players, so some form of approximate visual cue may be necessary.
- Pros: adds another layer of depth/complexity that the player has to contend with
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On use of colors for tiles, I think colors like Cyan and Orange (which are in Momo's previous art concept) looks better than plain Blue; Blue to me just doesn't look as vibrant. I'm not sure how this may have repercussions for the color of weapon particles though.
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