![]() We bring people in and have them test the map and see what problems they had. We did a lot of usability testing with it. And so tons and tons of little nips and tucks here and there to make it better, and then lots of testing. We added lots of little features, like a breadcrumb trail behind you, seeing where you’ve been, gates, and kind of the distorted areas where you haven’t been yet. We made it more opaque, so it looked like a solid map rather than totally see-through. So we removed some of the textures from the map itself so that everything was a little cleaner looking. But the downside of that is sometimes it made it a little bit hard to read. It was kind of see through and all that stuff and had textures to it. The first map was very visually accurate to the movies. Syed: Yeah, that was huge because the first map, we definitely got a lot of feedback, great feedback about it, but sort of usability concerns, so there’s lots of little things that we did. That Metroid Prime effect was very distinctive in the first game, so what was your approach to improving and overhauling it? Speaking of improvements, the new mini-map looks great, too. Either way, the customization was a really cool feature in Fallen Order, and it looks great in Survivor.
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