In addition to funneling, many objects were deliberately placed to offer leading lines toward this access point as well. Since the player only enters from this way after completing a side quest, I tried to offer a hint to the catwalks earlier than necessary here as a reward. Objects funneling the player are marked in yellow. Framed directly in front of them is an access point to the catwalks above. Īs the player enters the bay door, they are immediately funneled through pallets, boxes, and pillars. Inside the workshop, no matter which entrance the player chooses, they are immediately shown several framed pathways to choose from, and all of those pathways lead to additional framing of objective goal areas. The garage door on the storage unit plays a cinematic of the door opening, and a feedback light turns from red to green.Īnd if all of that is not enough conveyance for where the airdrop is, the word storage is sprayed painted on the wall with an upwards arrow under the unit, I have included objective markers, and there is a mini map for additional guidance. Once the circuit box is activated, electrical sparks animate in three places on a cable that I ran from the box to the door the box opens this door is also highlighted by a flashing material until opened. The pillar the box sits on is illuminated with light and adorned with a bright yellow bandit logo that can be seen from the front entrance of the workshop and from multiple angles. The circuit box pulses in an emissive material until the player interacts with it this makes it easier to find among all of the other props in the area, and is a consistent technique used in the main game and in the level whenever an object is interactable and involves a quest.
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