Reading the world
After switching to the ink look, everything started to blend together. Platforms, walls and objects all ended up in the same flat dots, only the outlines told them apart. This time I worked on making the world readable again without adding detail to the models.
What’s new
- Surfaces you can shift gravity onto are now drawn with diagonal lines instead of dots. You can see at a glance where you can go. Floors get sparse lines, walls regular ones and undersides are cross-hatched.
- Floors are lighter and undersides darker, depending on which way gravity points. After a shift, the shading flips with you.
- Edges you can stand on, like platform rims, get a thicker line, so it’s easier to judge where a jump ends.
- Objects in front get a thin white gap around their outline, so overlapping platforms don’t merge into one shape.
- Fixed big round halos that showed up around lights and when looking down into the void.
The nice part is that the drawing style now carries gameplay information, the lines tell you what you can use.