Thanks you so much ! 😁 I’m working on articles about AI movement, Antialising/Upscaling and Transparency. I hope you’ll find them interesting too.
Thanks for your comment ! It’s a good motivation booster !
These regular surprises keep you engaged and arouse your curiosity. I highly recommend #Cocoon#game#videogamewww.youtube.com/watch?v=ybLU...
COCOON is now available for Xbox, PlayStation, Switch, and PC.Xbox: https://bit.ly/COCOONXboxPlayStation: https://bit.ly/COCOONPlayStationSwitch: https://bit...
Regularly, the game surprise you with a puzzle that makes you ask yourself: "No, it can't be the solution, they haven't thought of this approach". And it always turns out developers have thought of it. They went really far with all design ideas they had. 🧵 (4/5)
- Everything accessible is or will be useful in a near future. If something is not useful any more, then the mechanism is disabled or the path obstructed. Thanks to these principles, when a new mechanism is introduced, you know with what you have to interact, and you can quickly test it. 🧵(3/4)
Without icons and without any words, it always gives enough information to understand what you have to do. I feel it works thanks to three main principles: - You can never be stuck or die. - Your goal is always unambiguous. The door/bridge/mechanism you have to pass is clearly identifiable. 🧵(2/4)
All this design are great and I easily can see them in a game. What you have to choose is which atmosphere you want. If you want a skill based game and the player to feel like a trained soldier go for the Axolotl. If you want your game to be stupidly gore and fun go for the Cactus.