The key to unlock the door removes the key from the problem space. In most puzzle games, if you put an object on a button in this scenario, the object doesn't need to be moved anymore. Room with an assortment of alphabet blocks and chess piecesĪ difference with the main resizing mechanic in this game is how much freedom it gives the player. Matt Christensen (Composer & Sound Designer) "This very first jazz piece in the game is called 'I Wonder' and if it sounds at all familiar to you that is because you just heard its melody and chord progression in the Somnasculpt TV jingle back at the start of the game, which I called 'Smooth Wonder'. Hallway with large, resizable rook piece To do this, you need test a weirdly-shaped object with a weirdly-shaped background and try to find the right ratio for the object to be big enough to not touch anything while keeping everything accurate and optimized." The hardest part of this mechanic isn't the actual resizing - it's trying to figure out where the object needs to be. Interestingly enough, this also works no matter what field of view you use. To keep an object looking the same, assume that if we move the object twice as far away, it just needs to be twice as big. "A lot of people ask about how the resizing mechanic works. Especially when the very first thing you do in the game is accidentally sign away all of your rights." And, of course, making it clear that the clinic itself is not necessarily the safest or most prestigious place to get treated creates an immediate tension. And, of course, the purpose of that is to sort of pull you into the idea that you're not playing a character in the game. "So when I wrote the opening line of 'Are you filled with feelings of self-doubt?' at the beginning of the game, I was definitely envisioning a player immediately, unconsciously responding with 'Yes'. First interactive room of the game, occurring immediately after the beginning cutscene Christopher Floyd (Producer & Designer) By keeping it grounded in the world, rather than just a video, we felt it to be a good way to get you situated in the game and aware of what's up." Not all of them were cutscenes like that one but we ended up feeling that that 'in-game video sequence' offered a really smooth on-ramp that let us set the framework for what's to come. Throughout development, we created so many different introductions to the game. "Okay, so that very beginning of Superliminal is actually one of the last parts we finished. Finish the game with developer commentary enabled
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