tag:blogger.com,1999:blog-3352155589322140093.post3113664861648036491..comments2015-08-13T13:23:23.270-04:00Comments on That's a Terrible Idea: Discarded Mutants: Design Considerationsmotstandethttp://www.blogger.com/profile/06296441082624422375noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3352155589322140093.post-44299691780110424512009-08-22T13:26:04.502-04:002009-08-22T13:26:04.502-04:00I'm not against some kind of simple overhead m...I'm not against some kind of simple overhead map, but I don't think a world map makes sense in this kind of game.evizaerhttps://www.blogger.com/profile/09836136474835816824noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-65288081184058110402009-08-22T03:54:04.789-04:002009-08-22T03:54:04.789-04:00A few thoughts.
An overhead map isn't suppose...A few thoughts.<br /><br />An overhead map isn't supposed to be an actual map (even though the vogue is to make it look like a paper map), it's to represent the the internal "map" you have in your head of an area that doesn't translate into a game. I have a reasonable (but hardly infallible) sense of direction in the offline world. Put me in a game without an overhead map and I'll run in circles for a while without realizing it.<br /><br />An overhead map is like an over-the-shoulder perspective. It works well because it simulates a wider field of vision than the screen normally allows, not because our eyeballs follow our head a few feet back.<br /><br />Interface is always a challenge. It's good to recognize how crucial this is especially for this type of game!Brian 'Psychochild' Greenhttp://www.psychochild.org/noreply@blogger.com