I designed the rest of the experience. The isometric piece was pretty difficult. Trying to arrange it from a typical vantage point did not work out very well. As this would be viewed from the top. I would have to design ti from that viewpoint. It was an interesting adjustment, because I had never done it before. After watching a few hours of YouTube on it though, this became something I was fairly comfortable with. I made a simple path, then instead of setting up it as a maze, I made ordinary objects the obstacles.
I liked adding things like stairs and slides in order to lock certain spaces together. In addition to dead ends, I think this made a nice maze that was complex and interesting without being claustrophobic. I didn’t like this being in broad daylight, because then the path was to easy to find. I want this to be an exploratory level, people move around the board and see the environment as it comes within a certain radius of their character. The board looked amazing when the color was gone – but obviously the player wouldn’t be able to see.
The fixed seem fairly simple – give the character a helmet with a flashlight. Upon trying this, I saw that this created a cone-shaped light that illuminated a very odd portion of the screen. Because the shape wasn’t uniform, it was difficult to make out what you were looking at. To solve this, I tried a point light in a few positions. I found the point light atop the character ended up being the best. This created a nice and soft circle of light around the player. Very easy to see what you were looking at, also good for viewing your path.
I still would like to find a better navigation path. It ends in this glowing cube which is the hive mind. The hive mind is really cool. I still have to write the dialogue for this.