Shiro
Multicellular
Living teapot
Posts: 10
|
Post by Shiro on Jun 28, 2017 4:23:10 GMT
I was wandering how it would look like for the player to play as a creature that can't see. I'm not sure if there already is a concept for this, but here is my idea: The environment would be black, the player would be able to see white outlines for objects and creatures up to some range, including their own creature. As the creature would need to have its other senses improved to make up for the lack of vision, the other senses would be representated visualy. I made some images for better representation: When the creature touches something, that object would pulse red. It makes things more visible than with the white outlines alone. When the creature suddenly bumps into something the center of the pulsation would fill up, and it would be surrounded quickly with some lines. The ground in which the creatures feet are touching could have a similar effect, mostly just for looks and consistency. The sounds the creature hears would be colored blue and would be represented by these symbols, and the closer to the source the creature is the more vibrant the blue would be. While other creatures emit sound they would be colored gray, which would help the player identify the source of the sound. Sound emited by other creatures would also have a different hue. With creatures that use echo location, the same would occur to the sound produced by the creature, but, if the sound touches an object, the object would pulse in blue, similar to when touched. Through the environment, for creatures with good smell, there would be scent trails, varying in color. They would kind of look like compound clouds in a 3D environment. This would help creatures navigate through the environment, leading torwards food and such. I'm not sure how good this is compared to other concepts, but here it is.
|
|
|
Post by mitobox on Jun 28, 2017 4:42:39 GMT
I've always been partial to only putting limits on the player's view when they enable them (such as during gameplay, or throughout Hard Mode), but, that aside, this is a great idea.
Makes me wonder if it could be applied to Strategy Mode, as well. Maybe white outlines would turn gray when a unit's radius no longer includes them?
|
|
Shiro
Multicellular
Living teapot
Posts: 10
|
Post by Shiro on Jun 28, 2017 5:08:42 GMT
I've always been partial to only putting limits on the player's view when they enable them (such as during gameplay, or throughout Hard Mode), but, that aside, this is a great idea. Makes me wonder if it could be applied to Strategy Mode, as well. Maybe white outlines would turn gray when a unit's radius no longer includes them? Thanks! I'm not exactly familiar with Strategy Mode. I'm not sure if the creatures vision would affect the player's view as much as Organism Mode, but if yes, I suppose it would be fitting, based on the RTS-like gameplay.
|
|
|
Post by tjwhale on Jun 28, 2017 8:11:12 GMT
|
|
samoja
Multicellular
Posts: 26
|
Post by samoja on Jun 28, 2017 8:30:12 GMT
They would have to have some other form of orientation, the problem is, since we can only simulate sight and sound on PC, and i don´t think we really have the resources to make a system relying solely on sound it has to make your surroundings visible one way or another, in other words any change would be purely cosmetic, i don´t really see a way around this.
|
|
Shiro
Multicellular
Living teapot
Posts: 10
|
Post by Shiro on Jun 28, 2017 9:11:08 GMT
They would have to have some other form of orientation, the problem is, since we can only simulate sight and sound on PC, and i don´t think we really have the resources to make a system relying solely on sound it has to make your surroundings visible one way or another, in other words any change would be purely cosmetic, i don´t really see a way around this. The point of it is pretty much cosmetic in a way. Edit: I was trying to go for something that made it harder to see, but still enabled the player to have a sense of the surrounding.
|
|
liam
Microbial
Posts: 3
|
Post by liam on Jun 29, 2017 8:06:37 GMT
for sound based organisms you might want to look at the game perception where you play a blind peep
|
|
SirLostTime
Multicellular
Word of advice: whenever on the internet, always remain vigilant.
Posts: 32
|
Post by SirLostTime on Aug 15, 2017 19:35:45 GMT
It's not a bad idea regarding how to deal with blind creatures and how they react to stuff, and being able to play as a blind species. Real good ideas as to how to deal with such things.
However, I do have concerns regarding how a blind animal's point of view should be handled, specifically the third person and first person points of view.
The original concept of the aware stage, to my recollection, was that the player could alternate between 2 different camera views at will. There was third person, which would more or less work like a typical third person game where the PLAYER would see their individual's entire body and rotate the camera in all directions, i.e., Grand Theft Auto, The Isle, Jaws: Unleashed, while the player would still be seeing the game in real life human vision.
Then there was the first person mode, which is more or less viewing the world the way the player's species views/perceives it.
Ultimately, my questions are: are these original point of views still going to be relevant in the aware stage, or is the way the player's species perceive the environment, animals, etc., going to be universal throughout the entirety of the aware stage?
I do apologize if this post is even slightly off-topic. I'm just somewhat concerned as to how this will be tackled as the aware stage begins development.
|
|
|
Post by QuantumCrab of '18 on Aug 15, 2017 20:54:14 GMT
They would have to have some other form of orientation, the problem is, since we can only simulate sight and sound on PC, and i don´t think we really have the resources to make a system relying solely on sound it has to make your surroundings visible one way or another, in other words any change would be purely cosmetic, i don´t really see a way around this. The point of it is pretty much cosmetic in a way. Edit: I was trying to go for something that made it harder to see, but still enabled the player to have a sense of the surrounding. I think for the time being, until something along the lines of that is developed, a filter can be placed over the normal gameplay.
|
|