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0kelvin

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0kelvin last won the day on November 1 2020

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  1. Do you know if companies are open to visitors? Can I just schedule a visit and then talk with ppl?
  2. Finished with the 20 lessons. I'm proof reading to find mistakes. (irony)
  3. The image quality is much better now. Crisp and sharp. But the game has a weird effect. The body animations are kinda "hard", artificial feeling.
  4. I felt that too. The remaster appears to be a tad brighter than the original.
  5. I'm going to apply all those 20 lessons to level design. I already read it on wizards site years ago. But now I was looking at it and realized that it very much applies to level design. For ex: Lessons 17 is about adding too much which is more or less the same concept of Negative space of another talk, from Epic Games, about level design. Lesson 16 is about boring the player and how many games out there are too repetitive? I played a few in the last months that were just that, excessively repetitive. Lesson 2 is about asthetics and how a card generates complains because it has a lot of number 7s with a number 8 standing out. This very much relates to level design because a lot of times the design can be symmetrical / assymetrical and sometimes, assymmetry hurts.
  6. I suppose having high specular surfaces is what makes the environment look photorreal.
  7. One of the most crucial aspects of mental health is vocabulary. I learned that by watching some videos about neurosciences and some experts in borderline personality. The first thing that often comes is: what do you feel? how do you describe it? Speaking of borderline. After watching some experts talk about it I changed my view on crimes. The press is very quick at labelling criminals psychopaths, borderline, cruel and the like. But you can't blame the disorder for it. In some cases yes, but more often not. I've seen a case where schizophrenia was given as an excuse for racism. Hmm.. no, really no.
  8. I was researching some material to add to my level design site when I stumbled upon a curious condition. Some people are unable to memorize routes and get lost. While I was reading about level design I've accidentaly found about a condition that leaves a person unable to memorize a route. Level design has many sub-areas and one of them is giving the player directions. In some games the level design is poor and the player is lost with no clear indication of where to go. I've found out that the same can happen in real life and in some extreme cases it can be disorienting for a person to go to the bathroom in a school. They just can't memorize the route from class to bathroom and from bathroom to class. In Shadow Warrior 2013 they made the mistake of putting strong lights in dead ends or in the background, missguiding the player. In Alan Wake it's the opposite, light is very well used and you can trust light to guide yourself. It seems that some people are unable to recognize clues to follow a path. That or they have memorie issues that prevent them from memorizing a map. https://www.dyslexia-reading-well.com/directional-dyslexia.html
  9. I wasn't suggesting self-diagnose. I was saying that reading about emotions and how they relate to mental health. The diseases are often missunderstood because ppl have missconceptions and understanding the missconception helps to have a better understanding of emotions in general. Everyone can have obsessions, lack of focus, bad mood, bad days, etc. They are naturally occuring in most cases. Diseases happen when those are in extreme levels, both high or low.
  10. One thing that you can do is follow podcasts or read about specific things such as: - Ego defense mechanisms - Emotions from the point of view of neuroscientists OCD, ADHD, Depression, bipolar disorder, schizophrenia. If you go beyond the lists of symptoms and look for environmental causes you are likely to find one or more little details that may sound familiar to you.
  11. Played half of Wolfenstein and then dropped it. The levels are great and it has some Bioshock vibes due its design. It's semi open world with a city that you can freely go from one area to another, with loadins due to RAM restrictions at the time. The supernatural powers seem to be inspired by Jedi Knight 2, they work the same way. Except that you recharge at specific spots that are everywhere. The Black sun dimension is more or less the same idea used in Prey's spirit walk. I'd say that Wolfenstein is Prey 2006 with everything wrong done right. At least in terms of level design, game mechanics and a plot that isn't some random sh.... pulled from one's ass. The bad side about Wolfenstein is that it's repetitive. The same nazis from start to finish. It gets boring fast. The good side are the levels. Whoever made the hospital and the castle are very good. The level design does guide the player in the right direction. I was going to try RTCW but I decided to not to. I just watched the gameplay and the game is exactly the same old wolfenstein 3D with newer tech. The level design looks good but plays bad. Whoever was playing it spent 50% of the time lost in the levels and shooting at things that do nothing.
  12. Finished translating and added bibliographic references, sorted by topic.
  13. https://sites.google.com/view/leveldesigner/english-version?authuser=0 English version. I still have to finish translating everything. I'm pretty sure that I have made many many grammar mistakes and the like. Most of the examples are FPS games because that is were it all began for me. I didn't write anything specific to RPGs, 2D games, platformers or RTS.
  14. If the game still has the same save system with checkpoints and chapters that you have to play from the beginning it'll be a huge down for me.
  15. Reordered the site now as follows: Readability and contrast Good examples Excess / Lack Pointing out paths Landmarks Absence of landmarks Paths that are properly highlighted Paths that aren't properly highlighted Challanges and obstacles Traps Randomness (this page contains no screenshots, it's a rant about how excessive randomness as in Path of Exile leads to frustration) Good challenges Challenges that are badly presented Architecture and design Form and functions that are non recognizable Lack of coherence Examples of nonsensical design choices Exploring the environment Good examples of coherence Problems with collision Storytelling Good examples Bad examples Long essays on main category page. Screenshots and comments on subpages.
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