Remove Animation Remove Cutscenes Remove Scripting Remove Simulation
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Sandbox vs themepark

Raph Koster

So… DikuMUDs started to add scripting systems , which were generally much more limited than the ones on LPMuds, but fit better with the whole “fill out some rows in a form to add content” development model. The scripting on WoC made for better combat too, because you weren’t stuck with just the built-in combat AI for your enemies.

Sandbox 64
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“Put that planet to the left!”

Played with Fire

Astronomical observatory simulator, manipulating telescope POV, rotating planets on lens display like dioramas or puzzle boxes, relaxing, immersive 360 experience in space, UX pillars: precision, real-time, comfortable distances, avoiding locomotion sickness. . ✓ Poses & Suggestive shapes / animations (hand & object).

UX 52
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Design review of Redfall by Arkane Studios Austin

Radiator Blog

Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. All the dynamic cutscenes and dialogue sequences relied on 4 player characters all bantering amongst each other like in Buffy or something.

Studios 98
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Deathloop deconstruction / design thoughts

Radiator Blog

where the main drawback is you're still vulnerable during the 2 second execution animation. During this time, mission selection is restricted and progression is heavily scripted / controlled. This ties into a common complaint: the melee weapon machete is very powerful, like a 1-3 hit kill (maybe 10-15 hits against a boss?)