• she/her

im lov me wif

my one brain cell is going stupid faster than you’ll ever be smart



itsnatclayton
@itsnatclayton
RaffiTheOwl
@RaffiTheOwl asked:

are there any interesting psychological tricks you've learned for level design? (baby example being "use lights to guide the player's attention")

A really interesting thing we learned very early on in Highland is that people always want to go up. It doesn't matter if they're coming from a peak and the most visible route to progress is to continue down, people want to see the sky and see their surroundings.

So, a lot of Highland design has thus kind of gravitated around finding ways to trick the player into ending up at the bottom of a valley (via music runs, paths, pitfalls or otherwise) to sort of refresh the space.


Turfster
@Turfster

it's how we see the world from an adult's perspective
it's how we developed aircraft
it's how we flung ourselves out into the terrifying void of space to look back at our home
it's why our gaze hunts for ever more distant stars

inside all of us is still a determined toddler, eyes fixed heavenwards, arms outstretched, demanding "Uppies!"


jaidamack
@jaidamack

It is not entirely the same urge and desire, but one can surely agree that they're close enough together to be thoroughly intertwined.

Going uppies... faster... now that's the goal.


VixieMoondew
@VixieMoondew

this is, of course, why Chucksters were invented!


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