Eye Prototyping

More trap prototyping! This time we've been working on those eyes we're using in the 'ghost bridge' room, but here they serve as a 'trap' of sort in an ordinary fighting room. 

In our first iteration, we used the eye in the same way we use it in the ghost bridge room; basically moving back and forth in a set speed. If you're in the regular world, the beam from its eye will be slightly transparent and won't deal damage, while in the ghost world it's darker and will damage you quite a bit if you get hit by it.


For the second iteration, we wanted the eye to feel more 'alive', so we've given it a couple patterns. Either it will slowly open its eye and cast a beam straight forward, or it'll look to the sides as in the example above for a little bit before closing up again. These patterns are then randomized so you never know which one it will do next; you'll have to keep track of it to know how to dodge it.


We do prefer the second version so far, as it makes the eye feel more like a living thing rather than something that just 'blindly' (ha) looks back and forth forever. It also keeps the players on their toes a bit since they need to keep track of what it will do next, rather than just dodge the eye beam over and over.
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1 comment:

  1. While I like the 2nd version of the eye trap too, that room looks very claustrophobic. With skulls, the eyebeam, along with regular enemies throwing stuff at you, I just worry it seems like the rooms will be annoying than challenging.

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