Prompt 1: The designer assigns the space continuously, each scene just like the view range of a human. This means that a whole map is cut into several small scenes. It is a little bit confusing at first because there are many buildings in the first scene, but I cannot access anyone for them. So, I just try to walk around and find a place that can be accessed. I thought there is no sign for the next scene’s entry first. However, the first scene is not big, and the trees are surrounded in three directions which are left right, and bottom, the top direction doesn’t have trees. Besides, I cannot return where I come from. As a result, the sign of the next scene is obviously which is top direction. The whole scenes are continuous, but each of them is separated. It is reasonable because the setting of each of them is different, it seems separated but still as a whole. The boundary makes each scene reasonable, and the dark merger also let the transfer smooth as well. Besides, there are many narrow spaces like steps and a fenced entrance. These are necessary because they are more like reality, these objects and space are limited all the time. The scene’s design also constrains the place of player can move. Moreover, for the second scene, there is an interesting point that as long as people move from upper level to lower level they have to use the steps again. However, there is no obvious sign.
The space in the game Pick of Destiny seems to be organized or structured around a town and surrounding nature. Some scenes present in the game are vast and clearly interconnected in such a way that leads the player to believe they are in an expansive forest. Incredibly wide exits in entrances are often used to demonstrate that the user is in fact outside, in spite of the many constraints to where the player is able to actually travel to and from. Trees are used as walls to limit where the player is able to explore while still maintaining the feeling of bigness the overall map gives. The map is laid out to mimic the real world with hills, forests, cemeteries, fields, towns, and many other things that exist in our world. There is not much contrast in terms of space or in terms of color. Everything is basically of the same color and while there is a larger variety of sizes in terms of space it is mostly just larger open areas. As it is set outside this means that all the space in the game needs to be large and open. Any large objects are always dwarfed by the sheer size of the open space of the outside. The collisions are slightly disjointed with how the layout of the map is and are also slightly inconsistent. However, overall the collisions are fairly predictable and the triggers occur whenever the player tries to exceed the bounds of the game's space.
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Prompt 1: The designer assigns the space continuously, each scene just like the view range of a human. This means that a whole map is cut into several small scenes. It is a little bit confusing at first because there are many buildings in the first scene, but I cannot access anyone for them. So, I just try to walk around and find a place that can be accessed. I thought there is no sign for the next scene’s entry first. However, the first scene is not big, and the trees are surrounded in three directions which are left right, and bottom, the top direction doesn’t have trees. Besides, I cannot return where I come from. As a result, the sign of the next scene is obviously which is top direction. The whole scenes are continuous, but each of them is separated. It is reasonable because the setting of each of them is different, it seems separated but still as a whole. The boundary makes each scene reasonable, and the dark merger also let the transfer smooth as well. Besides, there are many narrow spaces like steps and a fenced entrance. These are necessary because they are more like reality, these objects and space are limited all the time. The scene’s design also constrains the place of player can move. Moreover, for the second scene, there is an interesting point that as long as people move from upper level to lower level they have to use the steps again. However, there is no obvious sign.
The space in the game Pick of Destiny seems to be organized or structured around a town and surrounding nature. Some scenes present in the game are vast and clearly interconnected in such a way that leads the player to believe they are in an expansive forest. Incredibly wide exits in entrances are often used to demonstrate that the user is in fact outside, in spite of the many constraints to where the player is able to actually travel to and from. Trees are used as walls to limit where the player is able to explore while still maintaining the feeling of bigness the overall map gives. The map is laid out to mimic the real world with hills, forests, cemeteries, fields, towns, and many other things that exist in our world. There is not much contrast in terms of space or in terms of color. Everything is basically of the same color and while there is a larger variety of sizes in terms of space it is mostly just larger open areas. As it is set outside this means that all the space in the game needs to be large and open. Any large objects are always dwarfed by the sheer size of the open space of the outside. The collisions are slightly disjointed with how the layout of the map is and are also slightly inconsistent. However, overall the collisions are fairly predictable and the triggers occur whenever the player tries to exceed the bounds of the game's space.