Early (failed) Navigation Tests

Hola procrastinators,
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This is Augusto (a.k.a. Cuxo), the Concept Lead at DrinkBox, and today I’m going to show you some of the initial tests I did for the navigation of Severed.
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This dates back to around August 2013, when we were first figuring out ideas and doing test like the ones that I’m gonna show you. Severed was not a project yet, but an idea.
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I first thought of Severed as a first person 2D game. I remembered playing a game called “Shining in the Dark” the precursor of the Shining Force series (of which I’m a huge fan), and they used a very peculiar system for the town area.
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Basically the player was at the axis of this looping scroll. I thought this would be a cool way to fake 3D.

It was cheap, easy and looked very different from other games!

I had done some initial concept art,

And  I mocked up the “node” in flash. And did some quick tests:
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It was a crude attempt as you can see. But the idea seemed to work!!!
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Except it totally didn’t. (for a number of reasons for another post)
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At least the idea was tested quickly and we became aware of all the actual problems that we could encounter.
It was time for a different approach…
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