16 submissions
Creator Notes 4: Going for Extreme, or Chilling Out
I think I'm just going to get straight to talking about what's being shown, here, this time.
In terms of where to start, I guess I'll briefly talk about the modern main points of interest in Frenormerrec. I find multi-directional gravity to be a neat system, but also meaningless, if you can't do something creative with it. By which, I mean reminding people that it's there, without causing too much confusion or unfamiliarity. At least, that's what I go by, anyway. I think this is fairly obvious in the gravity momentum regions, or at least, the one shown in the image. Falling down from one side, and then landing on the other would probably be fun enough, on its own, but I think that the numerous revisits it would have, in universe, would come from the different ways one would be doing that. Examples could include performing a circle shaped fall, and then landing 90 degrees from where they started, or falling through the centre from different angles, in order to make the aerial tricks, and the eventual landing more stylish and memorable. By the way, before you ask, the characters have some ways of reducing, and sometimes, even cancelling fall damage, but they don't have complete immunity to it. All things considered, I think that the anti-gravity, and the momentum, combined, help to set Frenormerrec, in its current in-universe state, apart from when one of the main appeals was just walking along short looping paths that had few variation to speak of, at best.
As for the regions that resemble the types of parks that I believe are seen the most often, I feel that the lower stakes apply even to the use of gravity. The fact that about half of the region on display, here, is angled 90 degrees from the rest, and facing inward might seem like I went backwards, in this case, but I think it actually does the opposite approach, and helps to enhance said region, instead. For one, I think it helps to let the terrain of Frenormerrec, as a whole, feel natural. Not everything was ideal for what the characters wanted to build, and so, they, sometimes, had to make some compromises (Though by 2025, they most likely would have gotten used to that). As for the gravity directions, I wanted to have it so that if you were there yourself, you could see the view from all directions, without lying down and not have to worry about getting a strained neck, or something. A third thing I think is worth mentioning is the negative space used in this region, compared to the positive. In combination, I think that they give this park inspired region, a more multi-layered feel. Plus, the characters can see most of the area from a few spots, which I think helps with the relaxation factor. Well, that, the frames in some other regions providing another way to chill out, the open spaces, the simplistic layout, and the space that's slightly hidden, while still in plain sight. After all, the more of something you can easily keep track of, the less restrictive the situation feels, and the less you have to worry about, the more relaxed you'll most likely feel, overall.
Honestly, I like how things are turning out, so far. Also, hopefully, I managed to make the writing, in this entry, a reasonable length, this time, especially since I had already mentioned some development history in my previous entries, and I also think this entry had less filler this time. Okay, maybe some of the things I've said, throughout these submissions, aren't that much, in terms of being filler, but my point still stands, right?
In terms of where to start, I guess I'll briefly talk about the modern main points of interest in Frenormerrec. I find multi-directional gravity to be a neat system, but also meaningless, if you can't do something creative with it. By which, I mean reminding people that it's there, without causing too much confusion or unfamiliarity. At least, that's what I go by, anyway. I think this is fairly obvious in the gravity momentum regions, or at least, the one shown in the image. Falling down from one side, and then landing on the other would probably be fun enough, on its own, but I think that the numerous revisits it would have, in universe, would come from the different ways one would be doing that. Examples could include performing a circle shaped fall, and then landing 90 degrees from where they started, or falling through the centre from different angles, in order to make the aerial tricks, and the eventual landing more stylish and memorable. By the way, before you ask, the characters have some ways of reducing, and sometimes, even cancelling fall damage, but they don't have complete immunity to it. All things considered, I think that the anti-gravity, and the momentum, combined, help to set Frenormerrec, in its current in-universe state, apart from when one of the main appeals was just walking along short looping paths that had few variation to speak of, at best.
As for the regions that resemble the types of parks that I believe are seen the most often, I feel that the lower stakes apply even to the use of gravity. The fact that about half of the region on display, here, is angled 90 degrees from the rest, and facing inward might seem like I went backwards, in this case, but I think it actually does the opposite approach, and helps to enhance said region, instead. For one, I think it helps to let the terrain of Frenormerrec, as a whole, feel natural. Not everything was ideal for what the characters wanted to build, and so, they, sometimes, had to make some compromises (Though by 2025, they most likely would have gotten used to that). As for the gravity directions, I wanted to have it so that if you were there yourself, you could see the view from all directions, without lying down and not have to worry about getting a strained neck, or something. A third thing I think is worth mentioning is the negative space used in this region, compared to the positive. In combination, I think that they give this park inspired region, a more multi-layered feel. Plus, the characters can see most of the area from a few spots, which I think helps with the relaxation factor. Well, that, the frames in some other regions providing another way to chill out, the open spaces, the simplistic layout, and the space that's slightly hidden, while still in plain sight. After all, the more of something you can easily keep track of, the less restrictive the situation feels, and the less you have to worry about, the more relaxed you'll most likely feel, overall.
Honestly, I like how things are turning out, so far. Also, hopefully, I managed to make the writing, in this entry, a reasonable length, this time, especially since I had already mentioned some development history in my previous entries, and I also think this entry had less filler this time. Okay, maybe some of the things I've said, throughout these submissions, aren't that much, in terms of being filler, but my point still stands, right?
Category 3D Models / Scenery
Species Unspecified / Any
Size 1200 x 2434px
File Size 2.33 MB
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