Forest-themed levels in 3D linear games seem to be tricky to pull off as. I primarily refer to first person games though this can easily be applied to third person games and possibly top-down games.
Older games were limited by the hardware used at the time so texture space and polygon counts were important to manage. These games uses a flat texture of trees to create the illusion of depth or create rocky cliff walls to obscure parts of the scene the player is not meant to view.
An example of a linear forest level is Forest Edge from Disney's Donald Duck: Goin' Quakers on the PlayStation 1.
A relatively recent example of a linear forest level are portions the Outlands White Forest from Half-Life 2: Episode 2 on the PC. You can see that it looks more like a small narrow valley. For gameplay and readability it works well and doesn't feel artificial though it's not quite a dense forest.
Outlast 2 did have areas set in tree-filled areas but the only indication of not being able to go through some bushes or trees are invisible barriers, which supposedly works but feels very artificial in my opinion.
Some games in recent years like The Forest and Ark: Survival Evolved have made fully explorable forest levels but they are non-linear open world games. Since the respective games aren't linear in nature they have no need to funnel players through areas designed to be traversed.
How can depth and believability be achieved without making the player confused or lose their direction? How can making a linear forest level be done without making the environment appear artificial?
I created this topic as I'd love to hear what you guys think. I don't think there's a right or wrong way going about making a 3D linear forest level.
By William Edmeades
Hey guys and girls, Have you ever found yourself trying to apply for a job to be a game developer or a game artist? Maybe a sound engineer or a script writer? Only to not even get an interview due to lack of ‘experience’, teamwork projects or released game titles you have worked on? I have for sure. The game industry is hard and competitive to get into for someone new, especially when you might have a full time job or even have to support a family. So I have come up with an idea and I wanted to throw something out there to see if people could be interested in such an idea. What if you could be part of a virtual game development company? A place where you can work on projects with a team of people from the internet, soon to be known as your colleagues, which could be from anywhere in the world all working at your own pace when you have time to do as little or as much as you want. The idea is we can create the power of a company and release titles together. Not only do you then have a released game title you have worked on under your resume, but also work experience, team work skills, and the power of helping each other and learning from each other. My dream idea is to create a solid place for people to join a party and develop ideas and create games and level up it experience points. As far as money is concerned, the games would either be released for free or any money would go towards charity, it’s not about making money, it’s about building a career or justness having fun building games and socialising with like minded people. I want to make something amazing, I think it would benefit me, and I think others who are serious would benefit greatly too. I await your critasism on the ‘prototype’ idea, I just wanted to see how many people would be interested in such a concept. And if you are very much into the idea, let’s make it happen. Thanks, Will. www.feelingterrible.com
I've been working on a little 2D mobile RTS game, and I've found that my tiny team requires more developers to make it move along faster. First things first: while we do have a business model, don't expect to be paid anything. It's an indie game, we typically don't make money, as many of you probably already know. Do it for the fun of it, because it is fun.
That being said, I think it's a fun and cute project that I would love to go in depth with one-on-one. We have most of the frame work done, and a general idea for the style of artwork that is desired, but I'm always open to more ideas.
If I had to describe the game in two words, it would be: Despotic Potatoes.
Email me at email@example.com if interested.
Thanks for reading!
Hey guys, I recently made this post, I recommend skimming for a quick gist and look at the results at the bottom of the post :
(I felt that post misrepresents what I've turned the language into as of right now, so here's this post.)
Where I described my proposition for a language to replace CSS (for good reasons, in my view).
Well I've gone ahead and create a Jar for it, and a GitHub wiki with a syntax specification (I recommend reading that instead of the syntax in the post I linked), and a quick-start guide to start making your own UX Library compatible with the language, if you want something a little less... shipoopi to work with. More organized, and robust.
Here is the GitHub for anyone who is interested:
I want to build a real-time multiplayer game using nodejs as a backend and preferrably socket.io. I have had a very tough time researching anything reliable online on what the best ways to perform this are as well as the pros and cons of it.
Could someone point me in the right direction? I am open to as many other options as well. The thing I like about the idea of using nodejs is that it is something I am familiar with and I find it can be very fast and light weight. But does it integrate well with unity and mobile? Where should I go as a resource to learn more about servers and multiplayer game development in general?
Its also important to note that I have tried out Photon as well as UNET and I do enjoy them but I am looking for other options...
Anyway, thanks in advance. Looking forward to seeing your responses.