The Illusion of Progress
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I thought I had run out of things to talk about by this point, but of course by given how creative I am, there’s at least one more thing worth writing a blog post about. In Spirits of The Shogun when outside of fighting, the background scrolls with a parallax effect whenever the player pushes against the right boundary. When he/she stumbles upon enemies, the scrolling stops and the player is forced to fight the inbound wave of enemies. This effect is used to give the player an illusion that he really walks through a level containing a grass field and fight through waves of enemies. I’ve been through this briefly before in an earlier post but to new readers, when the player has traveled a certain distance (a value being reduced until 0, whenever the player pushes the right boundary) the apparent progression through the level will cease. One question struck me hard though. If the traveling boundary was shorter than the fighting boundary, what happens when the player is exceeding the travelling boundary after the wave is finished? I had to make some sort of smooth transition and that particular word gave me an instant solution. I would have the player simply slide back into place again instead of being teleported. No movement towards the right could be done while the player was sliding back. Thus no distance could be covered by exceeding the boundary and push it. The easiest part with that solution was to have a relaxing time with nothing more than just adjusting the speed of the player’s transition to the boundary and the speed of the background. I would have to make it look plausible too. I don’t know if the implementation of the solution was done right, because I ended with two booleans that checked when the player pushes right. One that makes the distance left to the next battle being reduced and one that makes the background scrolling occur. I did have to split up my original boolean though, so the player couldn’t ‘cover distance’ while sliding back. I think the special part with this is that we had no sort of camera that followed the player as he/she actually moved through a still image with occasional stand-stills as enemies appears. I don’t think that would have been the right way to create our game either. What it really is about is to create the solid experience you’d like the player to enjoy, no matter how you do it… It’s just that some ways does it better than others. |
