mini map 2.0

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Mini map 2.0 New constraints - Each level is divided into sectors - Each sector has its own mini map - Entire minimap is displayed during exploration - Map doesn’t move, player icon does

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Mini map 2.0. New constraints Each level is divided into sectors Each sector has its own mini map Entire minimap is displayed during exploration Map doesn’t move , player icon does. Mini map 2.0. Here’s the idea :. - PowerPoint PPT Presentation

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Page 1: Mini  map  2.0

Mini map 2.0

New constraints

- Each level is divided into sectors

- Each sector has its own mini map

- Entire minimap is displayed during exploration

- Map doesn’t move, player icon does

Page 2: Mini  map  2.0

Mini map 2.0

Here’s the idea:

Page 3: Mini  map  2.0

Mini map 2.0 - DisplayMini map is fully displayed and must be kept in a clearly defined portion

of the screen space during exploration only. No map during fights.

Page 4: Mini  map  2.0

Mini map 2.0 - Display- Minimap size can vary minimaps must be scalable to fit in the allocated space

- Since LDs have control of how they divide their maps, we should have a better control

- Sense of scale is conveyed by:

- Moving speed

- Player icon size (depending on how big the difference is between our smallest and biggest minimaps)

Page 5: Mini  map  2.0

Mini map 2.0 - Sectors- Level designers control how they divide their maps into sectors

- Sector entries/exits are set up via triggers which must be aware of:

- state of access open or blocked (quest reliant)- active objective point towards relevant sector- entry point player’s access point

- Sectors should have similar sizes as much as possible

Page 6: Mini  map  2.0

Mini map 2.0 - Info

Player icon (360° orientation)

Open path to next sector (door or else)

Blocked path to next sector (door or else)

Mission objective

Access to higher or lower ground

Safe place

Mini map visual made for design purpose. We’ll have to check what

complexity level we can achieve given our tech

Icon list is subject to modifications

Cyril will provide an optimal triangle count limit for minimap visual

Player entry point open (door or else)

Open path to next objective (door or else)

Player entry point closed (door or else)

Page 7: Mini  map  2.0

Mini map 2.0 - Info

Player switching ground level in game:

Switch alpha level between ground floor and higher/lower ground

Page 8: Mini  map  2.0

Mini map 2.0 - Interaction

Press 1 button highlight mission objective

If objective is not in current sector, the access points blink

Only green arrows can blink.

Red arrow means a quest event needs to be triggered to open the path, therefore, this

objective can’t be behind that blocked path

Page 9: Mini  map  2.0

Mini map 2.0 - InteractionIf mission objective not on current DLU, we add an ingame clue based on

our tool tip tech.

Page 10: Mini  map  2.0

Mini map 2.0 - InteractionThe clue rotates relatively to the player’s orientation to indicate the

nearest access towards mission objective