![]() In a 2DME, the JUMP and WALLRUN mechanics are exaggerated giving players the ability to maneuver vertically with ease. In first person, the greater the movement, the more disorienting the game can become. This is why Faith's JUMP in 3DME is kept realistically close to the ground. In a 3D world, everything exists in 3 dimensions which, when a dynamic perspective is considered, gives even the smallest movement a weightier impact. Interacting in a 2D environment and a 3D environment are inherently different. Like in 3DME, 2DME's core mechanics are well tuned and highly polished to allow the player to smoothly transition between one action to another. ![]() ![]() For this reason, as I detail the design of 2DME, I'll also touch upon how the perspective (2D/3D) of each game has shaped its design layer by layer. Devoting an entire entry to 2DME would result in an similarly short article. Because the game can be completed in a matter of minutes, the content of 2DME is comparatively minuscule to its 3D sister. The Flash, 2D Mirror's Edge game is very similar to the 3D version in a number of ways. ![]()
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