It’s been a little while since I’ve made sketch. Here I was experimenting with curves and arches.
I’d like to break the symmetry and increase the playable z-axis space, but that’s for a future sketch.
Dead week is over and finals are about to start. Between the two, I’ve found some time to work more on The Singularity and a few other silly things (Friday’s sketch, for example). Mainly I’ve been trimming, fine tuning the kismet (interaction is now on touch rather than ‘Use’), and blocking.
I’m not sure how I feel about the tiles in this second shot. The idea is for them to chime when you walk on them, adding a little amusement unrelated to the main interaction, and also directing the player in some areas. They might just be confusing, though, and in this specific location, they distract from the cube pickup.
Despite the progress, I still feel like there’s a long way to go and a lot of design problems to overcome. Hopefully I’ll have more to show soon.
This isn’t a sketch in aesthetics so much as design. It’s rather simple, but if I connected it with another mechanic, it could be interesting.