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Dishonored 2 - Radiance - 10-22-2016

Concept of level design in Dishonored 2 is interesting. Clockwork mansion level reshapes when player hits the switch.
Last time I saw this in game was in some Myst. I can't remember which one.






RE: Dishonored 2 - J.R.S.S. - 10-25-2016

I actually recently started playing through the first Dishonored (having it in my Steam library for over a year). So far, it's been enjoyable. Excited to see the second.


RE: Dishonored 2 - i3670 - 10-25-2016

It just struck me. I haven't seen any night gameplay of Dishonored 2. The first was good, though I preferred the Daud DLC mainly because of Daud's blink.


RE: Dishonored 2 - Radiance - 10-26-2016

I'm impressed with dynamic level design and I wish to learn how to achieve this.

There is also a timepiece gimmick in the game which allows to see different time. I don't understand if the engine is instantly streaming retextured level and how to code this.






RE: Dishonored 2 - Kreekakon - 10-27-2016

(10-26-2016, 02:45 AM)brus Wrote: There is also a timepiece gimmick in the game which allows to see different time. I don't understand if the engine is instantly streaming retextured level and how to code this.

Off the top of my head, the way I would "try" tackling this sort of effect is by having two environments (One for each time period) in the level each with a player controlled camera. When the player moves or looks around, he will control both cameras so that their view is synced. Turning on past view or even switching time periods would be a result of interacting with the other player in the other environment.

Making it mechanically work should be fairly simple. The tricky thing is making it look nice and making the transition smooth.


RE: Dishonored 2 - Radiance - 11-07-2016

About the art