09-20-2015, 01:31 PM
I don't like the climbable vines. They're too bushy - it doesn't give me the urge to climb it.
This is part of design - the objects must 'invite' the character to interact with it, and this is where design comes in mind.
For example, if I were the character, I'd never be able to climb on that vine. Reasons being 'they actually look like hanging bushes' and 'there's nowhere for me to hold on, just leaves'.
Let's take a look on other games and how they do that:
![[Image: Ch%2014-2%20Vine%20Climbing.bmp]](http://www.zeldainformer.com/05-ocarina-of-time/walkthrough/images/Ch%2014-2%20Vine%20Climbing.bmp)
This is an example of climbable vine in OoT. As you can see, the vines are rugged and with branches everywhere. There are some leaves, but there's plenty of spaces for link to hang on.
Having a more obvious visual for the vines will help making your game intuitive.
This is part of design - the objects must 'invite' the character to interact with it, and this is where design comes in mind.
For example, if I were the character, I'd never be able to climb on that vine. Reasons being 'they actually look like hanging bushes' and 'there's nowhere for me to hold on, just leaves'.
Let's take a look on other games and how they do that:
![[Image: Ch%2014-2%20Vine%20Climbing.bmp]](http://www.zeldainformer.com/05-ocarina-of-time/walkthrough/images/Ch%2014-2%20Vine%20Climbing.bmp)
This is an example of climbable vine in OoT. As you can see, the vines are rugged and with branches everywhere. There are some leaves, but there's plenty of spaces for link to hang on.
Having a more obvious visual for the vines will help making your game intuitive.